SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Needs met through computer game play among adolescents
13 references·0 citing·48 second hop
Needs met through computer game play among adolescents (2007)Needs met through computer game play amon…Video Game Playing and Gambling in Adolescents: Common Risk Factors (2004)Video Game Playing and Gambli…Emotion Regulation and the Dynamics of Feelings: A Conceptual and Methodological Framework (2004)Emotion Regulation and the Dy…Investigation of the relationship between social isolation, self‐esteem, aggression and computer game play in Japanese adolescents (2003)Investigation of the relation…Human Aggression (2002)Human AggressionH UMAN A GGRESSION (2002)H UMAN A GGRESSIONNegative correlates of computer game play in adolescents (2000)Negative correlates of comput…Evaluating the use of exploratory factor analysis in psychological research. (1999)Evaluating the use of explora…Computer games, self‐esteem and gratification of needs in adolescents (1995)Computer games, self‐esteem a…Computer game playing in adolescence: Prevalence and demographic indicators (1995)Computer game playing in adol…Mood Management Through Communication Choices (1988)Mood Management Through Commu…Videogames, Television Violence, and Aggression in Teenagers (1984)Videogames, Television Violen…Playing Videogames: The Electronic Friend (1984)Playing Videogames: The Elect…Television and Aggression: An Experimental Field Study. (1972)Television and Aggression: An…The Scree Test For The Number Of Factors (1966)The Handbook of Social Psychology (1969)Alternative Ways of Assessing Model Fit (1992)Handbook on Constructing Composite Indicators: Methodology and User Guide (2008)Bibliometric Methods in Management and Organization (2014)Assessing measurement model quality in PLS-SEM using confirmatory composite analysis (2019)On the Use of the Mass Media for Important Things (1973)Using the Mass Media (1980)Adolescents' Paternal Attachment and Internet Use (2007)Video game characteristics, happiness and flow as predictors of addiction among video game players: A pilot study (2013)Social gaming, lonely life? The impact of digital game play on adolescents’ social circles (2014)The Psychology of Sex Differences (1974)The psychology of sex differences (1975)Fruit machine gambling: The importance of structural characteristics (1993)Gender differences in Taiwan high school students’ computer game playing (2004)Experiences of Time Loss among Videogame Players: An Empirical Study (2007)Videogame Addiction and its Treatment (2009)Society and the Adolescent Self-Image (1965)Mass communication theories and research (1985)Not so doomed: computer game play and positive adolescent development (2002)Popular Video Games: Quantifying the Presentation of Violence and Its Context (2003)Online game addiction among adolescents: motivation and prevention factors (2011)A Theory of Cognitive Dissonance (1957)Social psychophysiology : a sourcebook (1983)Who plays, how much, and why? Debunking the stereotypical gamer profile (2008)Looking the Other Way (2009)A Theory of Cognitive Dissonance (2017)How Adolescents Use Social Media to Cope with Feelings of Loneliness and Anxiety During COVID-19 Lockdown (2020)The Psychology of Sex Differences (1974)The illusion of control. (1975)Antecedents and consequences of game addiction (2015)Internet gaming disorder in adolescence: Psychological characteristics of a clinical sample (2018)The antecedents of self-esteem (1965)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Being in the Game: Effects of Avatar Choice and Point of View on Psychophysiological Responses During Play (2009)Personality traits associated with problematic and non-problematic massively multiplayer online role playing game use (2011)The Principles of Psychology (1891)Cognitive, social, and physiological determinants of emotional state. (1962)Social Cognitive Theory: An Agentic Perspective (2001)The Influence of Media Violence on Youth (2003)Why Does Social Exclusion Hurt? The Relationship Between Social and Physical Pain. (2005)Predicting workplace aggression: A meta-analysis. (2007)The Role of Violent Video Game Content in Adolescent Development (2007)Correlates of video games playing among adolescents in an Islamic country (2010)Unpopular, Overweight, and Socially Inept: Reconsidering the Stereotype of Online Gamers (2013)An update on the effects of playing violent video games (2003)The effect of video game violence on physiological desensitization to real-life violence (2006)Violence restrained: Effects of self-regulation and its depletion on aggression (2006)
this work references cited by second hop

References

  • 1999Evaluating the use of exploratory factor analysis in psychological research.9,564 cited
  • 2002Human Aggression3,912 cited
  • 2002H UMAN A GGRESSION1,036 cited
  • 1988Mood Management Through Communication Choices756 cited
  • 1995Computer game playing in adolescence: Prevalence and demographic indicators238 cited
  • 1984Videogames, Television Violence, and Aggression in Teenagers231 cited
  • 2000Negative correlates of computer game play in adolescents184 cited
  • 1984Playing Videogames: The Electronic Friend173 cited
  • 2003Investigation of the relationship between social isolation, self‐esteem, aggression and computer game play in Japanese adolescents158 cited
  • 2004Video Game Playing and Gambling in Adolescents: Common Risk Factors145 cited
  • 1995Computer games, self‐esteem and gratification of needs in adolescents143 cited
  • 1972Television and Aggression: An Experimental Field Study.130 cited
  • 2004Emotion Regulation and the Dynamics of Feelings: A Conceptual and Methodological Framework109 cited

Cited by

No citing works inside the corpus for this window.

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work