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Aggression and psychopathology in adolescents with a preference for violent electronic games
16 references·0 citing·42 second hop
Aggression and psychopathology in adolescents with a preference for violent electronic games (2002)Aggression and psychopathology in adolesc…Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. (2000)Video games and aggressive th…Violent video games and aggression (1999)Violent video games and aggre…Video game violence (1998)Video game violenceSeeing the World Through Mortal Kombat-colored Glasses (1998)Seeing the World Through Mort…Handbook of antisocial behavior (1998)Handbook of antisocial behavi…Video and computer games in the '90s: children's time commitment and game preference. (1996)Video and computer games in t…Playing Violent Video and Computer Games and Adolescent Self-Concept (1996)Playing Violent Video and Com…Computer game playing in adolescence: Prevalence and demographic indicators (1995)Computer game playing in adol…The Effects of Television Violence on Antisocial Behavior: A Meta-Analysis1 (1994)The Effects of Television Vio…Reevaluating the Impact of Video Games (1993)Reevaluating the Impact of Vi…The eleventh mental measurements yearbook. (1992)The eleventh mental measureme…Video Kids: Making Sense of Nintendo (1991)Video Kids: Making Sense of N…Video Kids (1991)Video KidsManual for the Youth Self-Report and 1991 profile (1991)Manual for the Youth Self-Rep…Through the Eyes of the Child: Obtaining Self Reports from Children and Adolescents (1990)Through the Eyes of the Child…An Index of Empathy for Children and Adolescents (1982)An Index of Empathy for Child…Construct validity in psychological tests. (1955)A measure of emotional empathy1 (1972)The relation of empathy to prosocial and related behaviors. (1987)Perceived locus of causality and internalization: Examining reasons for acting in two domains. (1989)Empathy (2018)Statistical Methods for Meta-Analysis (1988)Meta-Analytic Procedures for Social Research (1991)Meta-Analytic Procedures for Social Research. (1994)The Role of Social Information Processing and Cognitive Schema in the Acquisition and Maintenance of Habitual Aggressive Behavior (1998)An update on the effects of playing violent video games (2003)Who plays, how much, and why? Debunking the stereotypical gamer profile (2008)Transmission of aggression through imitation of aggressive models. (1961)The antecedents of self-esteem (1965)Aggression: A Social Learning Analysis (1973)Effects of Violent Video Games on Aggressive Behavior: Potential Sex Differences (2002)The Effects of Technological Advancement and Violent Content in Video Games on Players’ Feelings of Presence, Involvement, Physiological Arousal, and Aggression (2007)Exposure to violent video games and aggression in German adolescents: a longitudinal analysis (2008)The Aggression Questionnaire. (1992)A review and reformulation of social information-processing mechanisms in children's social adjustment. (1994)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)Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study (2011)An inventory for assessing different kinds of hostility. (1957)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Not so doomed: computer game play and positive adolescent development (2002)Social Foundations of Thought and Action (2002)The Structural Characteristics of Video Games: A Psycho-Structural Analysis (2004)The Impact of Home Computer Use on Children's Activities and Development (2000)The impact of computer use on children's and adolescents' development (2001)The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing (2009)Do Neighborhoods Influence Child and Adolescent Development? (1993)Parental Psychological Control: Revisiting a Neglected Construct (1996)The Strengths and Difficulties Questionnaire: A Research Note (1997)Building on the Foundation of General Strain Theory: Specifying the Types of Strain Most Likely to Lead to Crime and Delinquency (2001)A biopsychosocial model of the development of chronic conduct problems in adolescence. (2003)The reactive–proactive aggression questionnaire: differential correlates of reactive and proactive aggression in adolescent boys (2006)CURRENT RESEARCH IN SOCIAL PSYCHOLOGY (1996)Measuring self-concept across the life span: Issues and instrumentation. (1996)Battelle Developmental Inventory (1999)Children's Drawings as Facilitators of Communication: A Meta-Analysis (2005)Inclusion Understood From the Perspectives of Children With Disability (2010)Youth perceptions of climate change: A narrative synthesis (2020)
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References

  • 1991Manual for the Youth Self-Report and 1991 profile3,844 cited
  • 2000Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life.1,779 cited
  • 1998Handbook of antisocial behavior1,315 cited
  • 1982An Index of Empathy for Children and Adolescents927 cited
  • 1994The Effects of Television Violence on Antisocial Behavior: A Meta-Analysis1857 cited
  • 1998Video game violence322 cited
  • 1991Video Kids: Making Sense of Nintendo319 cited
  • 1990Through the Eyes of the Child: Obtaining Self Reports from Children and Adolescents280 cited
  • 1992The eleventh mental measurements yearbook.257 cited
  • 1999Violent video games and aggression252 cited
  • 1995Computer game playing in adolescence: Prevalence and demographic indicators238 cited
  • 1991Video Kids208 cited
  • 1998Seeing the World Through Mortal Kombat-colored Glasses208 cited
  • 1996Playing Violent Video and Computer Games and Adolescent Self-Concept202 cited
  • 1993Reevaluating the Impact of Video Games198 cited
  • 1996Video and computer games in the '90s: children's time commitment and game preference.

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