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Effects of Prosocial, Neutral, and Violent Video Games on Children's Helpful and Hurtful Behaviors
16 references·12 citing·39 second hop
Effects of Prosocial, Neutral, and Violent Video Games on Children's Helpful and Hurtful Behaviors (2012)Effects of Prosocial, Neutral, and Violen…Playing Video Games : Motives, Responses, and Consequences (2012)Playing Video Games : Motives…Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. (2010)Violent video game effects on…Effects of prosocial video games on prosocial behavior. (2010)Effects of prosocial video ga…The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence From Correlational, Longitudinal, and Experimental Studies (2009)The Effects of Prosocial Vide…Pathological Video-Game Use Among Youth Ages 8 to 18 (2009)Pathological Video-Game Use A…Longitudinal Effects of Violent Video Games on Aggression in Japan and the United States (2008)Longitudinal Effects of Viole…Exposure to violent video games and aggression in German adolescents: a longitudinal analysis (2008)Exposure to violent video gam…Violent Video Games as Exemplary Teachers: A Conceptual Analysis (2007)Violent Video Games as Exempl…Violent video game effects on children and adolescents: theory, research, and public policy (2007)Violent video game effects on…Violent Video Game Effects on Children and Adolescents (2007)Violent Video Game Effects on…The Cambridge Handbook of Violent Behavior and Aggression (2007)The Cambridge Handbook of Vio…Short-term and Long-term Effects of Violent Media on Aggression in Children and Adults (2006)Short-term and Long-term Effe…A Theoretical Model of the Effects and Consequences of Playing Video Games. (2006)A Theoretical Model of the Ef…Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. (2000)Video games and aggressive th…The Aggression Questionnaire. (1992)The Aggression Questionnaire.The Aggression Questionnaire. (1992)The Aggression Questionnaire.Children’s social problem-solving skills in playing videogames and traditional games: A systematic review (2023)Children’s social problem-sol…Video games and close relations: Attachment and empathy as predictors of children's and adolescents' video game social play and socio-emotional functioning (2020)Video games and close relatio…Choice-Point: Fostering Awareness and Choice with Perpetrators in Domestic Violence Interventions (2020)Choice-Point: Fostering Aware…Content and person effects in media research: Studying differences in cognitive, emotional, and arousal responses to media content (2019)Content and person effects in…The social and cultural psychology of honour: What have we learned from researching honour in Turkey? (2018)The social and cultural psych…Prosocial video game as an intimate partner violence prevention tool among youth: A randomised controlled trial (2018)Prosocial video game as an in…A Conceptual Review of Lab-Based Aggression Paradigms (2018)A Conceptual Review of Lab-Ba…Imaginative Role-Playing as a Medium for Moral Development: Dungeons & Dragons Provides Moral Training (2017)Imaginative Role-Playing as a…Does playing video games with violent content temporarily increase aggressive inclinations? A pre-registered experimental study (2016)Does playing video games with…Assessing Helping and Hurting Behaviors Through the Tangram Help/Hurt Task (2015)Assessing Helping and Hurting…Daily Violent Video Game Playing and Depression in Preadolescent Youth (2014)Daily Violent Video Game Play…The influence of solitary and cooperative violent video game play on aggressive and prosocial behavior (2013)The influence of solitary and…A review and reformulation of social information-processing mechanisms in children's social adjustment. (1994)Relational Aggression, Gender, and Social-Psychological Adjustment (1995)Ordinary magic: Resilience processes in development. 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References

  • 1992The Aggression Questionnaire.4,962 cited
  • 1992The Aggression Questionnaire.4,693 cited
  • 2010Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review.2,046 cited
  • 2000Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life.1,779 cited
  • 2009Pathological Video-Game Use Among Youth Ages 8 to 181,086 cited
  • 2012Playing Video Games : Motives, Responses, and Consequences1,059 cited
  • 2009The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence From Correlational, Longitudinal, and Experimental Studies730 cited
  • 2006Short-term and Long-term Effects of Violent Media on Aggression in Children and Adults573 cited
  • 2007Violent video game effects on children and adolescents: theory, research, and public policy493 cited
  • 2010Effects of prosocial video games on prosocial behavior.454 cited
  • 2007Violent Video Game Effects on Children and Adolescents423 cited
  • 2006A Theoretical Model of the Effects and Consequences of Playing Video Games.283 cited
  • 2008Exposure to violent video games and aggression in German adolescents: a longitudinal analysis277 cited
  • 2008Longitudinal Effects of Violent Video Games on Aggression in Japan and the United States

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275 cited
  • 2007The Cambridge Handbook of Violent Behavior and Aggression268 cited
  • 2007Violent Video Games as Exemplary Teachers: A Conceptual Analysis259 cited
  • Cited by

    • 2020Video games and close relations: Attachment and empathy as predictors of children's and adolescents' video game social play and socio-emotional functioning88 cited
    • 2013The influence of solitary and cooperative violent video game play on aggressive and prosocial behavior80 cited
    • 2018The social and cultural psychology of honour: What have we learned from researching honour in Turkey?77 cited
    • 2015Assessing Helping and Hurting Behaviors Through the Tangram Help/Hurt Task70 cited
    • 2018Prosocial video game as an intimate partner violence prevention tool among youth: A randomised controlled trial66 cited
    • 2018A Conceptual Review of Lab-Based Aggression Paradigms66 cited
    • 2016Does playing video games with violent content temporarily increase aggressive inclinations? A pre-registered experimental study64 cited
    • 2014Daily Violent Video Game Playing and Depression in Preadolescent Youth63 cited
    • 2017Imaginative Role-Playing as a Medium for Moral Development: Dungeons & Dragons Provides Moral Training45 cited
    • 2023Children’s social problem-solving skills in playing videogames and traditional games: A systematic review36 cited
    • 2019Content and person effects in media research: Studying differences in cognitive, emotional, and arousal responses to media content35 cited
    • 2020Choice-Point: Fostering Awareness and Choice with Perpetrators in Domestic Violence Interventions21 cited