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The Hitman Study
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The Hitman Study (2010)The Hitman StudyThe Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The Motivational Pull of Vide…The blank slate: the modern denial of human nature (2003)The blank slate: the modern d…An update on the effects of playing violent video games (2003)An update on the effects of p…Role of Genotype in the Cycle of Violence in Maltreated Children (2002)Role of Genotype in the Cycle…Human Aggression (2002)Human AggressionGenetic and environmental influences on antisocial behavior: A meta-analysis of twin and adoption studies. (2002)Genetic and environmental inf…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…The Revised Conflict Tactics Scales (CTS2) (1996)The Revised Conflict Tactics …A developmental perspective on antisocial behavior. (1989)A developmental perspective o…A developmental perspective on antisocial behavior. (1989)A developmental perspective o…Mood Management Through Communication Choices (1988)Mood Management Through Commu…Explaining Delinquency and Drug Use (1988)Explaining Delinquency and Dr…Psychological Processes Promoting the Relation Between Exposure to Media Violence and Aggressive Behavior by the Viewer (1986)Psychological Processes Promo…Criminal Justice and Behavior (1980)Criminal Justice and BehaviorUniform Crime Reports (1966)Uniform Crime ReportsIncreasing Well-Being and Mental Health Through Cutting-Edge Technology and Artificial Intelligence (2023)Increasing Well-Being and Men…The dark and bright side of video game consumption: Effects of violent and prosocial video games (2022)The dark and bright side of v…Serious games and gamification for mental health: Current status and promising directions (2020)Serious games and gamificatio…Serious games and gamification for mental health: Current status and promising directions (2020)Serious games and gamificatio…Growing Up with Grand Theft Auto: A 10-Year Study of Longitudinal Growth of Violent Video Game Play in Adolescents (2020)Growing Up with Grand Theft A…Video game addiction: The push to pathologize video games. (2017)Video game addiction: The pus…From Playing to Programming: The Effect of Video Game Play on Confidence with Computers and an Interest in Computer Science (2016)From Playing to Programming: …Media-induced recovery: The effects of positive versus negative media stimuli on recovery experience, cognitive performance, and energetic arousal. (2015)Media-induced recovery: The e…Failure to Demonstrate That Playing Violent Video Games Diminishes Prosocial Behavior (2013)Failure to Demonstrate That P…Friends, fun, frustration and fantasy: Child motivations for video game play (2012)Friends, fun, frustration and…Causal or spurious: Using propensity score matching to detangle the relationship between violent video games and violent behavior (2012)Causal or spurious: Using pro…Just a game after all: Violent video game exposure and time spent playing effects on hostile feelings, depression, and visuospatial cognition (2011)Just a game after all: Violen…Virtually Real: A Psychological Perspective on Massively Multiplayer Online Games (2010)Virtually Real: A Psychologic…Much ado about something: Violent video game effects and a school of red herring: Reply to Ferguson and Kilburn (2010). (2010)Much ado about something: Vio…Blazing Angels or Resident Evil? Can Violent Video Games be a Force for Good? (2010)Blazing Angels or Resident Ev…Intrinsic Motivation and Self-Determination in Human Behavior (1985)Self-determination theory and the facilitation of intrinsic motivation, social development, and well-being. (2000)The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior (2000)A Motivational Model of Video Game Engagement (2010)The benefits of playing video games. (2013)Integrating psychological and neurobiological considerations regarding the development and maintenance of specific Internet-use disorders: An Interaction of Person-Affect-Cognition-Execution (I-PACE) model (2016)Child abuse: Adolescent records vs. adult recall (1990)The Construct of Resilience: A Critical Evaluation and Guidelines for Future Work (2000)Mindfulness: Theoretical Foundations and Evidence for its Salutary Effects (2007)Beyond diathesis stress: Differential susceptibility to environmental influences. 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References

  • 1996The Revised Conflict Tactics Scales (CTS2)6,918 cited
  • 2002Role of Genotype in the Cycle of Violence in Maltreated Children4,842 cited
  • 2002Human Aggression3,912 cited
  • 2006The Motivational Pull of Video Games: A Self-Determination Theory Approach3,328 cited
  • 1989A developmental perspective on antisocial behavior.2,513 cited
  • 2003The blank slate: the modern denial of human nature2,443 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
  • 1988Explaining Delinquency and Drug Use2,210 cited
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  • 1980Criminal Justice and Behavior1,723 cited
  • 2002Genetic and environmental influences on antisocial behavior: A meta-analysis of twin and adoption studies.1,266 cited
  • 1966Uniform Crime Reports772 cited
  • 1988Mood Management Through Communication Choices756 cited
  • 2003An update on the effects of playing violent video games

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740 cited
  • 1986Psychological Processes Promoting the Relation Between Exposure to Media Violence and Aggressive Behavior by the Viewer517 cited
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    • 2012Friends, fun, frustration and fantasy: Child motivations for video game play216 cited
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    • 2017Video game addiction: The push to pathologize video games.156 cited
    • 2011Just a game after all: Violent video game exposure and time spent playing effects on hostile feelings, depression, and visuospatial cognition111 cited
    • 2010Much ado about something: Violent video game effects and a school of red herring: Reply to Ferguson and Kilburn (2010).104 cited
    • 2013Failure to Demonstrate That Playing Violent Video Games Diminishes Prosocial Behavior90 cited
    • 2020Growing Up with Grand Theft Auto: A 10-Year Study of Longitudinal Growth of Violent Video Game Play in Adolescents82 cited
    • 2012Causal or spurious: Using propensity score matching to detangle the relationship between violent video games and violent behavior77 cited
    • 2022The dark and bright side of video game consumption: Effects of violent and prosocial video games73 cited
    • 2015Media-induced recovery: The effects of positive versus negative media stimuli on recovery experience, cognitive performance, and energetic arousal.28 cited
    • 2016From Playing to Programming: The Effect of Video Game Play on Confidence with Computers and an Interest in Computer Science26 cited
    • 2023Increasing Well-Being and Mental Health Through Cutting-Edge Technology and Artificial Intelligence6 cited
    • 2020Serious games and gamification for mental health: Current status and promising directions4 cited
    • 2020Serious games and gamification for mental health: Current status and promising directions3 cited