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“We don’t need no education”: Video game preferences, video game motivations, and aggressiveness among adolescent boys of different educational ability levels
16 references·2 citing·46 second hop
“We don’t need no education”: Video game preferences, video game motivations, and aggressiveness among adolescent boys of different educational ability levels (2011)“We don’t need no education”: Video game …Handbook of children and the media (2012)Handbook of children and the …Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. 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(2003)Longitudinal relations betwee…Youth Violence: A Report of the Surgeon General (2001)Youth Violence: A Report of t…The impact of computer use on children's and adolescents' development (2001)The impact of computer use on…Ordinary magic: Resilience processes in development. (2001)Ordinary magic: Resilience pr…Handbook of children and the media (2001)Handbook of children and the …Behavioral Expressions and Biosocial Bases of Sensation Seeking (1994)Behavioral Expressions and Bi…The Aggression Questionnaire. (1992)The Aggression Questionnaire.The Aggression Questionnaire. (1992)The Aggression Questionnaire.The robust beauty of improper linear models in decision making. (1979)The robust beauty of improper…The Association Between Video Game Play and Cognitive Function: Does Gaming Platform Matter? 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References

  • 2001Ordinary magic: Resilience processes in development.8,516 cited
  • 1992The Aggression Questionnaire.4,962 cited
  • 1992The Aggression Questionnaire.4,693 cited
  • 1994Behavioral Expressions and Biosocial Bases of Sensation Seeking2,674 cited
  • 2010Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review.2,046 cited
  • 1979The robust beauty of improper linear models in decision making.1,969 cited
  • 2003Socioeconomic Status Modifies Heritability of IQ in Young Children1,373 cited
  • 2006The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments1,276 cited
  • 2003Longitudinal relations between children's exposure to TV violence and their aggressive and violent behavior in young adulthood: 1977-1992.993 cited
  • 2004The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance963 cited
  • 2001Handbook of children and the media674 cited
  • 2005Young Adults' Wishful Identification With Television Characters: The Role of Perceived Similarity and Character Attributes673 cited
  • 2001Youth Violence: A Report of the Surgeon General568 cited
  • 2012Handbook of children and the media565 cited

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  • 2001The impact of computer use on children's and adolescents' development560 cited
  • 2010Health Effects of Media on Children and Adolescents527 cited
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    • 2016Video games as virtual teachers: Prosocial video game use by children and adolescents from different socioeconomic groups is associated with increased empathy and prosocial behaviour98 cited
    • 2017The Association Between Video Game Play and Cognitive Function: Does Gaming Platform Matter?36 cited