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VIDEOGAMES, AGGRESSION, AND SELF-ESTEEM: A SURVEY
10 references·10 citing·44 second hop
VIDEOGAMES, AGGRESSION, AND SELF-ESTEEM: A SURVEY (1992)VIDEOGAMES, AGGRESSION, AND SELF-ESTEEM: …Effects of Playing Videogames on Children's Aggressive and Other Behaviors1 (1988)Effects of Playing Videogames…The effects of video game play on young children's aggression, fantasy, and prosocial behavior (1987)The effects of video game pla…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…The antecedents of self-esteem (1965)The antecedents of self-esteemSocial Class and Mental Illness (1959)Social Class and Mental Illne…Social class and mental illness: Community study. (1958)Social class and mental illne…Young consumer’s influence: a study of Gulf region (2018)Young consumer’s influence: a…Antecedents and consequences of game addiction (2015)Antecedents and consequences …Research Methods, Design, and Statistics in Media Psychology (2013)Research Methods, Design, and…Personality Correlates of Psychological Flow States in Videogame Play (2012)Personality Correlates of Psy…Personality traits associated with problematic and non-problematic massively multiplayer online role playing game use (2011)Personality traits associated…Aggression in the Laboratory: Problems with the Validity of the Modified Taylor Competitive Reaction Time Test as a Measure of Aggression in Media Violence Studies (2008)Aggression in the Laboratory:…Effects of Playing Violent Videogames on Chinese Adolescents' Pro-Violence Attitudes, Attitudes Toward Others, and Aggressive Behavior (2007)Effects of Playing Violent Vi…Contextual Features of Violent Video Games, Mental Models, and Aggression (2006)Contextual Features of Violen…Aggression and psychopathology in adolescents with a preference for violent electronic games (2002)Aggression and psychopatholog…The Effects of Violent Video Game Habits on Adolescent Aggressive Attitudes and Behaviors. (2001)The Effects of Violent Video …Society and the Adolescent Self-Image (1965)Mass communication theories and research (1985)Not so doomed: computer game play and positive adolescent development (2002)Popular Video Games: Quantifying the Presentation of Violence and Its Context (2003)Online game addiction among adolescents: motivation and prevention factors (2011)Transmission of aggression through imitation of aggressive models. (1961)Social Learning Theory (1977)Playing Violent Video and Computer Games and Adolescent Self-Concept (1996)Negative correlates of computer game play in adolescents (2000)The psychology of personal constructs (2003)Imitation of film-mediated aggressive models. (1963)Social Learning and Personality Development (1964)Review of Child Development Research (1976)Death with a Story. (2004)Communication in multiplayer gaming: Examining player responses to gender cues (2012)The Aggression Questionnaire. (1992)The Aggression Questionnaire. (1992)The development of markers for the Big-Five factor structure. (1992)Computer Game Addiction in Adolescents and Its Relationship to Chronotype and Personality (2014)Internet Gaming Addiction in Adolescence: Risk Factors and Maladjustment Correlates (2017)Personality and Internet Gaming Disorder: a Systematic Review of Recent Literature (2017)The Ecology of Human Development (1979)The Ecology of Human Development (1981)Amusement machine playing in childhood and adolescence: A comparative analysis of video games and fruit machines (1991)Experimental Design: Procedures for the Behavioral Sciences (2013)Social Learning Theory. (1978)Handbook of social psychology (2004)Affect and the Computer Game Player: The Effect of Gender, Personality, and Game Reinforcement Structure on Affective Responses to Computer Game-Play (2006)Incidence and Correlates of Internet Usage Among Adolescents in North Cyprus (2007)The psychophysiology of James Bond: Phasic emotional responses to violent video game events. (2008)Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)Structural equation modeling with AMOS: basic concepts, applications, and programming (2000)Educational Research: Planning, Conducting, and Evaluating Quantitative and Qualitative Research (2001)Portuguese Validation of the Internet Gaming Disorder Scale–Short-Form (2016)Leisure and Problem Gaming Behaviors Among Children and Adolescents During School Closures Caused by COVID-19 in Hong Kong: Quantitative Cross-sectional Survey Study (2021)Followers' problematic engagement with influencers on social media: An attachment theory perspective (2022)Self-discrepancy: A theory relating self and affect. (1987)A Psychobiological Model of Temperament and Character (1993)Handbook of Positive Psychology (2001)Current patterns of parental authority. (1971)Public conceptions of mental illness: labels, causes, dangerousness, and social distance. 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this work references cited by second hop

References

  • 1965The antecedents of self-esteem4,663 cited
  • 1958Social class and mental illness: Community study.3,755 cited
  • 1959Social Class and Mental Illness3,282 cited
  • 1984Videogames, Television Violence, and Aggression in Teenagers231 cited
  • 1986Affect of the Game Player226 cited
  • 1987The effects of video game play on young children's aggression, fantasy, and prosocial behavior209 cited
  • 1986Video Games and Aggression in Children1181 cited
  • 1988Effects of Playing Videogames on Children's Aggressive and Other Behaviors1151 cited
  • 1987The Effects of Prosocial and Aggressive Videogames on Children's Donating and Helping122 cited
  • 1987Personality factors, subject gender, and the effects of aggressive video games on aggression in adolescents104 cited

Cited by

  • 2015Antecedents and consequences of game addiction151 cited
  • 2011Personality traits associated with problematic and non-problematic massively multiplayer online role playing game use144 cited
  • 2006Contextual Features of Violent Video Games, Mental Models, and Aggression119 cited
  • 2007Effects of Playing Violent Videogames on Chinese Adolescents' Pro-Violence Attitudes, Attitudes Toward Others, and Aggressive Behavior88 cited

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2001
The Effects of Violent Video Game Habits on Adolescent Aggressive Attitudes and Behaviors.
87 cited
  • 2002Aggression and psychopathology in adolescents with a preference for violent electronic games61 cited
  • 2008Aggression in the Laboratory: Problems with the Validity of the Modified Taylor Competitive Reaction Time Test as a Measure of Aggression in Media Violence Studies58 cited
  • 2013Research Methods, Design, and Statistics in Media Psychology43 cited
  • 2012Personality Correlates of Psychological Flow States in Videogame Play32 cited
  • 2018Young consumer’s influence: a study of Gulf region9 cited