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Effects of Playing Violent Videogames on Chinese Adolescents' Pro-Violence Attitudes, Attitudes Toward Others, and Aggressive Behavior
16 references·7 citing·43 second hop
Effects of Playing Violent Videogames on Chinese Adolescents' Pro-Violence Attitudes, Attitudes Toward Others, and Aggressive Behavior (2007)Effects of Playing Violent Videogames on …The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance (2004)The effects of violent video …Sex Differences in Video Game Play: (2004)Sex Differences in Video Game…Violent Media Content and Aggressiveness in Adolescents (2003)Violent Media Content and Agg…Violence exposure in real‐life, video games, television, movies, and the internet: is there desensitization? (2003)Violence exposure in real‐lif…Popular Video Games: Quantifying the Presentation of Violence and Its Context (2003)Popular Video Games: Quantify…Online computer gaming: a comparison of adolescent and adult gamers (2003)Online computer gaming: a com…Exposure to violent video games increases automatic aggressiveness (2003)Exposure to violent video gam…Effects of Violent Video Games on Aggressive Behavior: Potential Sex Differences (2002)Effects of Violent Video Game…The effects of violent video games on aggression.. (2001)The effects of violent video …The effects of violent video games on aggression. A meta-analysis (2001)The effects of violent video …Empathy and Moral Development: Implications for Caring and Justice (2001)Empathy and Moral Development…Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature (2001)Effects of Violent Video Game…Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. (2000)Video games and aggressive th…Emotion, Regulation, and Moral Development (2000)Emotion, Regulation, and Mora…Effects of long-term exposure to violent and sexually degrading depictions of women. (1988)Effects of long-term exposure…Measuring individual differences in empathy: Evidence for a multidimensional approach. (1983)Measuring individual differen…Does Online Technology Make Us More or Less Sociable? A Preliminary Review and Call for Research (2018)Does Online Technology Make U…Playing Violent Video Games and Desensitization to Violence (2014)Playing Violent Video Games a…Testing the reliability and validity of different measures of violent video game use in the United States, Singapore, and Germany. (2013)Testing the reliability and v…Media Violence, Desensitization, and Psychological Engagement (2013)Media Violence, Desensitizati…Associations Between Violent Video Gaming, Empathic Concern, and Prosocial Behavior Toward Strangers, Friends, and Family Members (2012)Associations Between Violent …Brief report: Predictors of heavy Internet use and associations with health‐promoting and health risk behaviors among Hong Kong university students (2009)Brief report: Predictors of h…Internet use and misuse: a multivariate regression analysis of the predictive factors of internet use among Greek adolescents (2008)Internet use and misuse: a mu…A multidimensional approach to individual differences in empathy (1980)The revised UCLA Loneliness Scale: Concurrent and discriminant validity evidence. (1980)Social dominance orientation: A personality variable predicting social and political attitudes. 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A Meta-Analysis of Video Game Influences on Children’s and Adolescents’ Aggression, Mental Health, Prosocial Behavior, and Academic Performance (2015)Development of concern for others. (1992)Behavioral Observations at Age 3 Years Predict Adult Psychiatric Disorders (1996)Dispositional emotionality and regulation: Their role in predicting quality of social functioning. (2000)Prosocial Behavior: Multilevel Perspectives (2004)Human Abilities: Emotional Intelligence (2007)Motivation and personality (1993)Motivation and Personality (1997)Uses and Gratifications Theory in the 21st Century (2000)Engagement in digital entertainment games: A systematic review (2011)Make new friends or keep the old: Gender and personality differences in social networking use (2011)Aggression: A Social Learning Analysis (1973)Statistical Methods for Meta-Analysis (1988)A review and reformulation of social information-processing mechanisms in children's social adjustment. (1994)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Development and Validation of a Game Addiction Scale for Adolescents (2009)Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. (2010)The Aggression Questionnaire. (1992)The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments (2006)Social Interactions in Massively Multiplayer Online Role-Playing Gamers (2007)The empathic brain: how, when and why? (2006)Parent–infant synchrony and the construction of shared timing; physiological precursors, developmental outcomes, and risk conditions (2007)Empathy: A Review of the Concept (2014)Breaking the Stereotype: The Case of Online Gaming (2003)The Role of Context in Online Gaming Excess and Addiction: Some Case Study Evidence (2009)Smartphone addiction among university students in the light of some variables (2016)
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References

  • 1983Measuring individual differences in empathy: Evidence for a multidimensional approach.10,260 cited
  • 2000Emotion, Regulation, and Moral Development2,422 cited
  • 2001Empathy and Moral Development: Implications for Caring and Justice2,410 cited
  • 2001Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature2,218 cited
  • 2000Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life.1,779 cited
  • 2004The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance963 cited
  • 2004Sex Differences in Video Game Play:770 cited
  • 2003Violence exposure in real‐life, video games, television, movies, and the internet: is there desensitization?531 cited
  • 2003Online computer gaming: a comparison of adolescent and adult gamers504 cited
  • 2001The effects of violent video games on aggression. A meta-analysis445 cited
  • 2001The effects of violent video games on aggression..363 cited
  • 2003Violent Media Content and Aggressiveness in Adolescents318 cited
  • 2002Effects of Violent Video Games on Aggressive Behavior: Potential Sex Differences301 cited
  • 2003Exposure to violent video games increases automatic aggressiveness

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287 cited
  • 1988Effects of long-term exposure to violent and sexually degrading depictions of women.266 cited
  • 2003Popular Video Games: Quantifying the Presentation of Violence and Its Context262 cited
  • Cited by

    • 2009Brief report: Predictors of heavy Internet use and associations with health‐promoting and health risk behaviors among Hong Kong university students165 cited
    • 2008Internet use and misuse: a multivariate regression analysis of the predictive factors of internet use among Greek adolescents162 cited
    • 2018Does Online Technology Make Us More or Less Sociable? A Preliminary Review and Call for Research157 cited
    • 2014Playing Violent Video Games and Desensitization to Violence79 cited
    • 2012Associations Between Violent Video Gaming, Empathic Concern, and Prosocial Behavior Toward Strangers, Friends, and Family Members76 cited
    • 2013Testing the reliability and validity of different measures of violent video game use in the United States, Singapore, and Germany.71 cited
    • 2013Media Violence, Desensitization, and Psychological Engagement22 cited