SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
How Violent Video Games Communicate Violence: A Literature Review and Content Analysis of Moral Disengagement Factors
16 references·1 citing·46 second hop
How Violent Video Games Communicate Violence: A Literature Review and Content Analysis of Moral Disengagement Factors (2014)How Violent Video Games Communicate Viole…Twenty-Five Years of Research on Violence in Digital Games and Aggression (2013)Twenty-Five Years of Research…Playing Video Games : Motives, Responses, and Consequences (2012)Playing Video Games : Motives…Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. (2010)Violent video game effects on…It's Okay to Shoot a Character: Moral Disengagement in Violent Video Games (2010)It's Okay to Shoot a Characte…Media violence and the self: The impact of personalized gaming characters in aggressive video games on aggressive behavior (2009)Media violence and the self: …Answering the Call for a Standard Reliability Measure for Coding Data (2007)Answering the Call for a Stan…Death with a Story. (2004)Death with a Story.Content and Ratings of Teen-Rated Video Games (2004)Content and Ratings of Teen-R…Popular Video Games: Quantifying the Presentation of Violence and Its Context (2003)Popular Video Games: Quantify…The Effects of Media Violence on Society (2002)The Effects of Media Violence…Shirts vs. Skins: Clothing as an Indicator of Gender Role Stereotyping in Video Games (2002)Shirts vs. Skins: Clothing as…Violence in E-Rated Video Games (2001)Violence in E-Rated Video Gam…Fair Play? Violence, Gender and Race in Video Games. (2001)Fair Play? Violence, Gender a…An Examination of Violence and Gender Role Portrayals in Video Games: Implications for Gender Socialization and Aggressive Behavior (1998)An Examination of Violence an…The media equation: how people treat computers, television, and new media like real people and places (1997)The media equation: how peopl…Mechanisms of moral disengagement in the exercise of moral agency. (1996)Mechanisms of moral disengage…Moral disengagement concept and its contemporary manifestations. (2020)Moral disengagement concept a…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)H UMAN A GGRESSION (2002)Human Aggression (2002)Human Aggression: A Social-Cognitive View (2007)Fueling the Fire: Violent Metaphors, Trait Aggression, and Support for Political Violence (2014)Understanding the physical environment of work and employee behavior: An affective events perspective (2014)Identity : Youth and Crisis. 1968 (1968)Identity—Youth and Crisis (1969)Hamlet on the holodeck: the future of narrative in cyberspace (1997)The Emotional Appeal of Violent Video Games for Adolescent Males (2005)The Effects of Technological Advancement and Violent Content in Video Games on Players’ Feelings of Presence, Involvement, Physiological Arousal, and Aggression (2007)Player Identification in Online Games: Validation of a Scale for Measuring Identification in MMOGs (2012)Social learning and personality development (1963)Gender schema theory: A cognitive account of sex typing. (1981)Still a Man's Game: Gender Representation in Online Reviews of Video Games (2006)The Effects of the Sexualization of Female Video Game Characters on Gender Stereotyping and Female Self-Concept (2009)Sex Differences in Social Behavior (2013)Transmission of aggression through imitation of aggressive models. (1961)Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. (2000)Sexy, Strong, and Secondary: A Content Analysis of Female Characters in Video Games across 31 Years (2016)Coefficient Alpha and the Internal Structure of Tests (1951)A Coefficient of Agreement for Nominal Scales (1960)Content Analysis: An Introduction to its Methodology. (1984)Inter-Coder Agreement for Computational Linguistics (2008)Computing Inter-Rater Reliability for Observational Data: An Overview and Tutorial (2012)Intercoder Reliability in Qualitative Research: Debates and Practical Guidelines (2020)The Handbook of Social Psychology (1969)A review and reformulation of social information-processing mechanisms in children's social adjustment. (1994)Trim and Fill: A Simple Funnel‐Plot–Based Method of Testing and Adjusting for Publication Bias in Meta‐Analysis (2000)The benefits of playing video games. (2013)Internet Addiction Prevalence and Quality of (Real) Life: A Meta-Analysis of 31 Nations Across Seven World Regions (2014)Adverse physiological and psychological effects of screen time on children and adolescents: Literature review and case study (2018)Gender Advertisements (1976)Cultural myths and supports for rape. (1980)Media Images and the Social Construction of Reality (1992)Not so doomed: computer game play and positive adolescent development (2002)Gaming at a LAN event: the social context of playing video games (2005)A Theoretical Model of the Effects and Consequences of Playing Video Games. (2006)Gender and Computer Games: Exploring Females' Dislikes (2006)The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing (2009)Why do people watch others play video games? An empirical study on the motivations of Twitch users (2016)Machines and Mindlessness: Social Responses to Computers (2000)The Limited Capacity Model of Mediated Message Processing (2000)Assessing Acceptance of Assistive Social Agent Technology by Older Adults: the Almere Model (2010)Attaining Self-Regulation (2000)Social Cognitive Theory: An Agentic Perspective (2001)
this work references cited by second hop

References

  • 1997The media equation: how people treat computers, television, and new media like real people and places4,887 cited
  • 2007Answering the Call for a Standard Reliability Measure for Coding Data4,219 cited
  • 2010Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review.2,046 cited
  • 1996Mechanisms of moral disengagement in the exercise of moral agency.1,523 cited
  • 2012Playing Video Games : Motives, Responses, and Consequences1,059 cited
  • 1998An Examination of Violence and Gender Role Portrayals in Video Games: Implications for Gender Socialization and Aggressive Behavior504 cited
  • 2002The Effects of Media Violence on Society472 cited
  • 2002Shirts vs. Skins: Clothing as an Indicator of Gender Role Stereotyping in Video Games297 cited
  • 2004Death with a Story.292 cited
  • 2003Popular Video Games: Quantifying the Presentation of Violence and Its Context262 cited
  • 2010It's Okay to Shoot a Character: Moral Disengagement in Violent Video Games251 cited
  • 2013Twenty-Five Years of Research on Violence in Digital Games and Aggression236 cited
  • 2001Violence in E-Rated Video Games206 cited
  • 2004Content and Ratings of Teen-Rated Video Games198 cited

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

2001
Fair Play? Violence, Gender and Race in Video Games.
162 cited
  • 2009Media violence and the self: The impact of personalized gaming characters in aggressive video games on aggressive behavior150 cited
  • Cited by

    • 2020Moral disengagement concept and its contemporary manifestations.5 cited