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A Humean approach to assessing the moral significance of ultra-violent video games
10 references·0 citing·36 second hop
A Humean approach to assessing the moral significance of ultra-violent video games (2008)A Humean approach to assessing the moral …Generation M2: Media in the Lives of 8- to 18-Year-Olds (2010)Generation M2: Media in the L…Good Video Games and Good Learning (2007)Good Video Games and Good Lea…Correlates and Consequences of Exposure to Video Game Violence: Hostile Personality, Empathy, and Aggressive Behavior (2005)Correlates and Consequences o…Nietzsche's Moral and Political Philosophy. (2004)Nietzsche's Moral and Politic…Media Violence Research and Youth Violence Data: Why Do They Conflict? (2004)Media Violence Research and Y…Violence exposure in real‐life, video games, television, movies, and the internet: is there desensitization? (2003)Violence exposure in real‐lif…Is it wrong to play violent video games? (2001)Is it wrong to play violent v…Empathy and Moral Development: Implications for Caring and Justice (2001)Empathy and Moral Development…Empathy and Moral Development (2000)Empathy and Moral DevelopmentA Treatise of Human Nature (1739)A Treatise of Human NatureThe gamer’s dilemma: An analysis of the arguments for the moral distinction between virtual murder and virtual paedophilia (2008)Just a Game? Unjustified Virtual Violence Produces Guilt in Empathetic Players (2010)Robots, Rape, and Representation (2017)Foundations of the Metaphysics of Morals (2020)Asymptotic Confidence Intervals for Indirect Effects in Structural Equation Models (1982)Measuring individual differences in empathy: Evidence for a multidimensional approach. (1983)The Aggression Questionnaire. (1992)Longitudinal Effects of Violent Video Games on Aggression in Japan and the United States (2008)Toward a consensus definition of pathological video-gaming: A systematic review of psychometric assessment tools (2013)Metaanalysis of the relationship between violent video game play and physical aggression over time (2018)Juvenile Offenders and Victims: 1999 National Report (1999)Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. (2000)Bullying Behaviors Among US Youth (2001)Factors Correlated with Violent Video Game Use by Adolescent Boys and Girls (2007)The Role of Violent Video Game Content in Adolescent Development (2007)Blazing Angels or Resident Evil? Can Violent Video Games be a Force for Good? (2010)Emotion, Regulation, and Moral Development (2000)Violent video game effects on children and adolescents: theory, research, and public policy (2007)The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing (2009)Do Angry Birds Make for Angry Children? A Meta-Analysis of Video Game Influences on Children’s and Adolescents’ Aggression, Mental Health, Prosocial Behavior, and Academic Performance (2015)What Video Games Have to Teach Us about Learning and Literacy (2004)The Oxford Handbook of Culture and Psychology (2012)More Than Just Fun and Games: The Longitudinal Relationships Between Strategic Video Games, Self-Reported Problem Solving Skills, and Academic Grades (2013)Computer Games in Education (2018)Social Theory of International Politics (1999)Stanford encyclopedia of philosophy (2002)The Grammar of Society (2005)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)Parental Mediation of Children's Internet Use (2008)College students' social networking experiences on Facebook (2009)Generation Z: Technology and Social Interest (2015)The Functional Architecture of Human Empathy (2004)Prosocial Development (2007)The Social Neuroscience of Empathy (2009)
this work references cited by second hop

References

  • 1739A Treatise of Human Nature9,842 cited
  • 2000Empathy and Moral Development2,817 cited
  • 2001Empathy and Moral Development: Implications for Caring and Justice2,410 cited
  • 2010Generation M2: Media in the Lives of 8- to 18-Year-Olds2,196 cited
  • 2007Good Video Games and Good Learning1,059 cited
  • 2003Violence exposure in real‐life, video games, television, movies, and the internet: is there desensitization?531 cited
  • 2005Correlates and Consequences of Exposure to Video Game Violence: Hostile Personality, Empathy, and Aggressive Behavior307 cited
  • 2001Is it wrong to play violent video games?143 cited
  • 2004Media Violence Research and Youth Violence Data: Why Do They Conflict?116 cited
  • 2004Nietzsche's Moral and Political Philosophy.25 cited

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