SZodixStudyAcademic Library
ShelvesOpen access
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance
5 references·16 citing·41 second hop
The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance (2004)The effects of violent video game habits …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…“Ethical Principles of Psychologists and Code of Conduct” (2000)“Ethical Principles of Psycho…Ethical Principles of Psychologists and Code of Conduct. (1992)Ethical Principles of Psychol…Proposed hostility and Pharisaic-virtue scales for the MMPI. (1954)Proposed hostility and Pharis…Is video gaming, or video game addiction, associated with depression, academic achievement, heavy episodic drinking, or conduct problems? (2014)Is video gaming, or video gam…Role of Video Games in Improving Health-Related Outcomes (2012)Role of Video Games in Improv…Online gaming addiction in children and adolescents: A review of empirical research (2012)Online gaming addiction in ch…Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study (2011)Pathological Video Game Use A…Television and Video Game Exposure and the Development of Attention Problems (2010)Television and Video Game Exp…Effects of prosocial video games on prosocial behavior. (2010)Effects of prosocial video ga…The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence From Correlational, Longitudinal, and Experimental Studies (2009)The Effects of Prosocial Vide…Pathological Video-Game Use Among Youth Ages 8 to 18 (2009)Pathological Video-Game Use A…Exploring the potential of computer and video games for health and physical education: A literature review (2009)Exploring the potential of co…Violent video game effects on children and adolescents: theory, research, and public policy (2007)Violent video game effects on…Violent Video Game Effects on Children and Adolescents (2007)Violent Video Game Effects on…Parental mediation of children’s videogame playing: a comparison of the reports by parents and children (2006)Parental mediation of childre…The Effects of Reward and Punishment in Violent Video Games on Aggressive Affect, Cognition, and Behavior (2005)The Effects of Reward and Pun…Violent Video Games: Specific Effects of Violent Content on Aggressive Thoughts and Behavior (2004)Violent Video Games: Specific…Violence exposure in real‐life, video games, television, movies, and the internet: is there desensitization? (2003)Violence exposure in real‐lif…The Influence of Media Violence on Youth (2003)The Influence of Media Violen…Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Internet Addiction: The Emergence of a New Clinical Disorder (1998)An international consensus for assessing internet gaming disorder using the new DSM ‐5 approach (2014)The Internet Gaming Disorder Scale. (2015)Internet gaming disorder in children and adolescents: a systematic review (2018)A Handbook of Child Psychology (1932)The Handbook of Social Psychology (1969)Social Learning Theory. (1978)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)Flow: The Psychology of Optimal Experience (1991)Mobile phone use and stress, sleep disturbances, and symptoms of depression among young adults - a prospective cohort study (2011)Diagnostic and Statistical Manual of Mental Disorders (2013)The Social Media Disorder Scale (2016)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Situated Cognition and the Culture of Learning (1989)What Video Games Have to Teach Us about Learning and Literacy (2004)Effects of video-game play on information processing: A meta-analytic investigation (2013)A meta-analysis of serious digital games for healthy lifestyle promotion (2014)The Effect of Educational Games on Learning Outcomes, Student Motivation, Engagement and Satisfaction (2020)The Aggression Questionnaire. (1992)The Aggression Questionnaire. (1992)Health Effects of Media on Children and Adolescents (2010)Video Games Do Affect Social Outcomes (2014)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)Health inequalities among British civil servants: the Whitehall II study (1991)Loneliness as a specific risk factor for depressive symptoms: Cross-sectional and longitudinal analyses. (2006)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)Distinguishing addiction and high engagement in the context of online game playing (2005)Using Narrative in Social Research (2005)Conceptual and design thinking for thematic analysis. (2021)The Santa Clara Strength of Religious Faith Questionnaire (1997)Rowe and Kahn's Model of Successful Aging Revisited (2002)A Discussion of Chain Referral As a Method of Sampling Hard-to-Reach Populations (2003)
this work references cited by second hop

References

  • 2000“Ethical Principles of Psychologists and Code of Conduct”4,251 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
  • 1954Proposed hostility and Pharisaic-virtue scales for the MMPI.1,466 cited
  • 1992Ethical Principles of Psychologists and Code of Conduct.1,362 cited

Cited by

  • 2011Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study1,313 cited
  • 2009Pathological Video-Game Use Among Youth Ages 8 to 181,086 cited
  • 2003The Influence of Media Violence on Youth966 cited
  • 2009The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence From Correlational, Longitudinal, and Experimental Studies730 cited
  • 2009Exploring the potential of computer and video games for health and physical education: A literature review564 cited
  • 2003Violence exposure in real‐life, video games, television, movies, and the internet: is there desensitization?531 cited
  • 2010Television and Video Game Exposure and the Development of Attention Problems504 cited
  • 2007Violent video game effects on children and adolescents: theory, research, and public policy493 cited

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

  • 2012Role of Video Games in Improving Health-Related Outcomes467 cited
  • 2010Effects of prosocial video games on prosocial behavior.454 cited
  • 2014Is video gaming, or video game addiction, associated with depression, academic achievement, heavy episodic drinking, or conduct problems?444 cited
  • 2007Violent Video Game Effects on Children and Adolescents423 cited
  • 2012Online gaming addiction in children and adolescents: A review of empirical research418 cited
  • 2006Parental mediation of children’s videogame playing: a comparison of the reports by parents and children399 cited
  • 2004Violent Video Games: Specific Effects of Violent Content on Aggressive Thoughts and Behavior389 cited
  • 2005The Effects of Reward and Punishment in Violent Video Games on Aggressive Affect, Cognition, and Behavior374 cited