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Computer games, self‐esteem and gratification of needs in adolescents
16 references·8 citing·39 second hop
Computer games, self‐esteem and gratification of needs in adolescents (1995)Computer games, self‐esteem and gratifica…Diagnostic and Statistical Manual of Mental Disorders (2013)Diagnostic and Statistical Ma…Resilience in the Face of Catastrophe: Optimism, Personality, and Coping in the Kosovo Crisis (2002)Resilience in the Face of Cat…Video Kids: Making Sense of Nintendo (1991)Video Kids: Making Sense of N…Video Kids (1991)Video KidsComputer Addiction?: A Study of Computer Dependency (1989)Computer Addiction?: A Study …Effects of Playing Videogames on Children's Aggressive and Other Behaviors1 (1988)Effects of Playing Videogames…The Effects of Prosocial and Aggressive Videogames on Children's Donating and Helping (1987)The Effects of Prosocial and …Personality factors, subject gender, and the effects of aggressive video games on aggression in adolescents (1987)Personality factors, subject …Video Games and Aggression in Children1 (1986)Video Games and Aggression in…Affect of the Game Player (1986)Affect of the Game PlayerVideogames, Television Violence, and Aggression in Teenagers (1984)Videogames, Television Violen…Playing Videogames: The Electronic Friend (1984)Playing Videogames: The Elect…UNDERSTANDING PSYCHOLOGICAL MAN: A STATE OF THE SCIENCE REPORT (1982)UNDERSTANDING PSYCHOLOGICAL M…The Social psychology of intergroup relations (1979)The Social psychology of inte…The psychology of sex differences (1975)The psychology of sex differe…Society and the Adolescent Self-Image (1965)Society and the Adolescent Se…Who but not where: The effect of social play on immersion in digital games (2013)Who but not where: The effect…Personality Correlates of Psychological Flow States in Videogame Play (2012)Personality Correlates of Psy…Playing The Sims2: an exploration of gender differences in players’ motivations and patterns of play (2010)Playing The Sims2: an explora…The phone connection: A qualitative exploration of how belongingness and social identification relate to mobile phone use amongst Australian youth (2008)The phone connection: A quali…Needs met through computer game play among adolescents (2007)Needs met through computer ga…Gender & information & communications technology-A 10-year study of new undergraduates (2002)Gender & information & commun…Aggression and psychopathology in adolescents with a preference for violent electronic games (2002)Aggression and psychopatholog…Preference for violent electronic games, self-concept and gender differences in young children. 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References

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  • 1987Personality factors, subject gender, and the effects of aggressive video games on aggression in adolescents104 cited
  • 1982UNDERSTANDING PSYCHOLOGICAL MAN: A STATE OF THE SCIENCE REPORT

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29 cited

Cited by

  • 2008The phone connection: A qualitative exploration of how belongingness and social identification relate to mobile phone use amongst Australian youth137 cited
  • 2013Who but not where: The effect of social play on immersion in digital games118 cited
  • 2007Needs met through computer game play among adolescents113 cited
  • 2010Playing The Sims2: an exploration of gender differences in players’ motivations and patterns of play105 cited
  • 2002Aggression and psychopathology in adolescents with a preference for violent electronic games61 cited
  • 2000Preference for violent electronic games, self-concept and gender differences in young children.54 cited
  • 2012Personality Correlates of Psychological Flow States in Videogame Play32 cited
  • 2002Gender & information & communications technology-A 10-year study of new undergraduates18 cited