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CHILDREN AND ELECTRONIC GAMES: A COMPARISON OF PARENTS' AND CHILDREN'S PERCEPTIONS OF CHILDREN'S HABITS AND PREFERENCES IN A UNITED STATES SAMPLE
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CHILDREN AND ELECTRONIC GAMES: A COMPARISON OF PARENTS' AND CHILDREN'S PERCEPTIONS OF CHILDREN'S HABITS AND PREFERENCES IN A UNITED STATES SAMPLE (1999)CHILDREN AND ELECTRONIC GAMES: A COMPARIS…Violent video games and aggression (1999)Violent video games and aggre…Rating Electronic Games (1999)Rating Electronic GamesVideo game playing and its relations with aggressive and prosocial behaviour (1998)Video game playing and its re…DEPENDENCE ON COMPUTER GAMES BY ADOLESCENTS (1998)DEPENDENCE ON COMPUTER GAMES …Playing Violent Video and Computer Games and Adolescent Self-Concept (1996)Playing Violent Video and Com…Video Game Controversies (1995)Video Game ControversiesComputer game playing in adolescence: Prevalence and demographic indicators (1995)Computer game playing in adol…Reevaluating the Impact of Video Games (1993)Reevaluating the Impact of Vi…Video Kids (1991)Video KidsThe Use and Experience of the New Video Media Among Children and Young Adolescents (1990)The Use and Experience of the…Capabilities and well-being of child and adolescent social services clients in the Czech Republic (2020)Capabilities and well-being o…The Psychology of Sex Differences (1974)The psychology of sex differences (1975)Fruit machine gambling: The importance of structural characteristics (1993)Gender differences in Taiwan high school students’ computer game playing (2004)Experiences of Time Loss among Videogame Players: An Empirical Study (2007)Videogame Addiction and its Treatment (2009)The Measurement of Observer Agreement for Categorical Data (1977)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Social Relationships and Internet Use among Adolescents in Israel (2001)Popular Video Games: Quantifying the Presentation of Violence and Its Context (2003)Blazing Angels or Resident Evil? Can Violent Video Games be a Force for Good? (2010)Sex Differences in Social Behavior (2013)Society and the Adolescent Self-Image (1965)The antecedents of self-esteem (1965)The Effects of Television Violence on Antisocial Behavior: A Meta-Analysis1 (1994)Structure and competition in the U.S. home video game industry (2002)Personality traits associated with problematic and non-problematic massively multiplayer online role playing game use (2011)Transmission of aggression through imitation of aggressive models. (1961)Video Game Violence and Confederate Gender: Effects on Reward and Punishment Given by College Males (1999)Children's Exposure to Violent Video Games and Desensitization to Violence (2005)Effects of Playing Violent Videogames on Chinese Adolescents' Pro-Violence Attitudes, Attitudes Toward Others, and Aggressive Behavior (2007)Media Effects (2009)Pathological Preoccupation with Video Games (1990)Amusement machine playing in childhood and adolescence: A comparative analysis of video games and fruit machines (1991)Preference for violent electronic games, self-concept and gender differences in young children. (2000)Sociobiology: The New Synthesis. (1976)In a Different Voice: Psychological Theory and Women's Development. (1983)Validity and Reliability of the Experience-Sampling Method (1987)Parents Versus Peers (2001)The Effects of Anthropomorphic Agents on Advertising Effectiveness and the Mediating Role of Presence (2001)Toward a Theory of Intrinsically Motivating Instruction* (1981)Diagnostic and Statistical Manual of Mental Disorders (1988)Video-Gaming Among High School Students: Health Correlates, Gender Differences, and Problematic Gaming (2010)Prevalence of internet gaming disorder in adolescents: A meta‐analysis across three decades (2018)Screening and assessment tools for gaming disorder: A comprehensive systematic review (2020)Video Kids: Making Sense of Nintendo (1991)A Theoretical Model of the Effects and Consequences of Playing Video Games. (2006)EverQuest—It’s Just a Computer Game Right? An Interpretative Phenomenological Analysis of Online Gaming Addiction (2006)Still a Man's Game: Gender Representation in Online Reviews of Video Games (2006)An inventory for assessing different kinds of hostility. (1957)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 Effects of Technological Advancement and Violent Content in Video Games on Players’ Feelings of Presence, Involvement, Physiological Arousal, and Aggression (2007)The Lara Phenomenon: Powerful Female Characters in Video Games (2007)Gender, Simulation, and Gaming: Research Review and Redirections (2010)
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References

  • 1998DEPENDENCE ON COMPUTER GAMES BY ADOLESCENTS415 cited
  • 1999Violent video games and aggression252 cited
  • 1995Computer game playing in adolescence: Prevalence and demographic indicators238 cited
  • 1991Video Kids208 cited
  • 1996Playing Violent Video and Computer Games and Adolescent Self-Concept202 cited
  • 1993Reevaluating the Impact of Video Games198 cited
  • 1998Video game playing and its relations with aggressive and prosocial behaviour159 cited
  • 1990The Use and Experience of the New Video Media Among Children and Young Adolescents109 cited
  • 1999Rating Electronic Games97 cited
  • 1995Video Game Controversies55 cited

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  • 2020Capabilities and well-being of child and adolescent social services clients in the Czech Republic12 cited

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