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Being Bad in a Video Game Can Make Us Morally Sensitive
9 references·6 citing·51 second hop
Being Bad in a Video Game Can Make Us Morally Sensitive (2014)Being Bad in a Video Game Can Make Us Mor…Moral Intuition and Media Entertainment (2011)Moral Intuition and Media Ent…Blazing Angels or Resident Evil? Can Violent Video Games be a Force for Good? (2010)Blazing Angels or Resident Ev…Pathological Video-Game Use Among Youth Ages 8 to 18 (2009)Pathological Video-Game Use A…Moral Emotions and Moral Behavior (2006)Moral Emotions and Moral Beha…Multicollinearity and Measurement Error in Structural Equation Models: Implications for Theory Testing (2004)Multicollinearity and Measure…Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)Cutoff criteria for fit index…The Handbook of Research Synthesis (1995)The Handbook of Research Synt…Pride, Shame and Guilt: Emotions of Self-Assessment. (1988)Pride, Shame and Guilt: Emoti…Research in Organizational Behavior. (1986)Research in Organizational Be…Splintering the gamer’s dilemma: moral intuitions, motivational assumptions, and action prototypes (2019)Splintering the gamer’s dilem…Video games, emotion, and emotion regulation: expanding the scope (2018)Video games, emotion, and emo…A Web-Based Serious Game on Delirium as an Educational Intervention for Medical Students: Randomized Controlled Trial (2018)A Web-Based Serious Game on D…Training Moral Sensitivity Through Video Games: A Review of Suitable Game Mechanisms (2017)Training Moral Sensitivity Th…Feeling Bad About Feel-Good Ads: The Emotional and Body-Image Ramifications of Body-Positive Media (2017)Feeling Bad About Feel-Good A…A Review of Interactive Technologies as Support Tools for the Cultivation of Mindfulness (2017)A Review of Interactive Techn…Social learning and personality development (1963)Essays on moral development (1981)Nicomachean Ethics (2010)The Influence of Morality Subcultures on the Acceptance and Appeal of Violence (2012)Repeated Exposure to Narrative Entertainment and the Salience of Moral Intuitions (2014)Testing a Dual-Process Model of Media Enjoyment and Appreciation (2014)Significance tests and goodness of fit in the analysis of covariance structures. 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References

  • 1999Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives108,592 cited
  • 1986Research in Organizational Behavior.10,897 cited
  • 2006Moral Emotions and Moral Behavior3,216 cited
  • 2004Multicollinearity and Measurement Error in Structural Equation Models: Implications for Theory Testing1,227 cited
  • 2009Pathological Video-Game Use Among Youth Ages 8 to 181,086 cited
  • 1995The Handbook of Research Synthesis927 cited
  • 1988Pride, Shame and Guilt: Emotions of Self-Assessment.339 cited
  • 2010Blazing Angels or Resident Evil? Can Violent Video Games be a Force for Good?215 cited
  • 2011Moral Intuition and Media Entertainment167 cited

Cited by

  • 2018Video games, emotion, and emotion regulation: expanding the scope150 cited
  • 2017A Review of Interactive Technologies as Support Tools for the Cultivation of Mindfulness86 cited
  • 2017Training Moral Sensitivity Through Video Games: A Review of Suitable Game Mechanisms46 cited
  • 2018A Web-Based Serious Game on Delirium as an Educational Intervention for Medical Students: Randomized Controlled Trial40 cited
  • 2019Splintering the gamer’s dilemma: moral intuitions, motivational assumptions, and action prototypes27 cited

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  • 2017Feeling Bad About Feel-Good Ads: The Emotional and Body-Image Ramifications of Body-Positive Media23 cited