SZodixStudyAcademic Library
DashboardShelvesOpen accessMy libraryInboxNotesWriteLearnAlerts
More
Ask your libraryNotificationsQuick citeReview
Study · an open academic library·Metadata from OpenAlex (CC0)·Shelves·OpenAlex metadata, de-duplicated
Video Games Do Affect Social Outcomes
16 references·16 citing·37 second hopsampled
Video Games Do Affect Social Outcomes (2014)Video Games Do Affect Social OutcomesIntroduction to Meta‐Analysis (2021)Introduction to Meta‐AnalysisViolent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. (2010)Violent video game effects on…Psychological Science (2010)Psychological ScienceThe Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence From Correlational, Longitudinal, and Experimental Studies (2009)The Effects of Prosocial Vide…Introduction to Meta‐Analysis (2009)Introduction to Meta‐AnalysisTeens, video games and civics (2008)Teens, video games and civicsComprehensive Meta-Analysis (2004)Comprehensive Meta-AnalysisAn update on the effects of playing violent video games (2003)An update on the effects of p…Human Aggression (2002)Human AggressionEffects 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…Fixed Effects vs. Random Effects Meta‐Analysis Models: Implications for Cumulative Research Knowledge (2000)Fixed Effects vs. Random Effe…Communication Research (1991)Communication ResearchSocial Information-Processing Bases of Aggressive Behavior in Children (1990)Social Information-Processing…Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Social Foundations of Thought…Social psychophysiology : a sourcebook (1983)Social psychophysiology : a s…Media and the Development of Gender Role Stereotypes (2020)Media and the Development of …Demographics and Health Behavior of Video Game and eSports Players in Germany: The eSports Study 2019 (2020)Demographics and Health Behav…Computer-Mediated Communication, Social Media, and Mental Health: A Conceptual and Empirical Meta-Review (2020)Computer-Mediated Communicati…When and How Video Games Can Be Good: A Review of the Positive Effects of Video Games on Well-Being (2019)When and How Video Games Can …Are Social Media Ruining Our Lives? A Review of Meta-Analytic Evidence (2019)Are Social Media Ruining Our …Video games, emotion, and emotion regulation: expanding the scope (2018)Video games, emotion, and emo…Metaanalysis of the relationship between violent video game play and physical aggression over time (2018)Metaanalysis of the relations…Does playing violent video games cause aggression? A longitudinal intervention study (2018)Does playing violent video ga…Does Online Technology Make Us More or Less Sociable? A Preliminary Review and Call for Research (2018)Does Online Technology Make U…The General Aggression Model (2017)The General Aggression ModelProblematic gaming behaviour and health-related outcomes: A systematic review and meta-analysis (2017)Problematic gaming behaviour …Overstated evidence for short-term effects of violent games on affect and behavior: A reanalysis of Anderson et al. (2010). (2017)Overstated evidence for short…A meta-analysis of prosocial media on prosocial behavior, aggression, and empathic concern: A multidimensional approach. (2017)A meta-analysis of prosocial …Youth violence: What we know and what we need to know. (2016)Youth violence: What we know …Men's harassment behavior in online video games: Personality traits and game factors (2016)Men's harassment behavior in …Effects of action video game training on visual working memory. (2014)Effects of action video game …The Handbook of Social Psychology (1969)A review and reformulation of social information-processing mechanisms in children's social adjustment. (1994)Trim and Fill: A Simple Funnel‐Plot–Based Method of Testing and Adjusting for Publication Bias in Meta‐Analysis (2000)The benefits of playing video games. (2013)Internet Addiction Prevalence and Quality of (Real) Life: A Meta-Analysis of 31 Nations Across Seven World Regions (2014)Adverse physiological and psychological effects of screen time on children and adolescents: Literature review and case study (2018)Aggression: A Social Learning Analysis (1973)Statistical Methods for Meta-Analysis (1988)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)Development and Validation of a Game Addiction Scale for Adolescents (2009)The Aggression Questionnaire. (1992)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)The Principles of Psychology (1891)Cognitive, social, and physiological determinants of emotional state. (1962)Social Cognitive Theory: An Agentic Perspective (2001)The Influence of Media Violence on Youth (2003)Why Does Social Exclusion Hurt? The Relationship Between Social and Physical Pain. (2005)Predicting workplace aggression: A meta-analysis. (2007)Conjectures and Refutations: The Growth of Scientific Knowledge. (1965)An argument for basic emotions (1992)The Structure of Scientific Revolutions (2002)The weirdest people in the world? (2010)Hard evidence on soft skills (2012)The theory of planned behavior (1991)A Theoretical Extension of the Technology Acceptance Model: Four Longitudinal Field Studies (2000)User Acceptance of Information Technology: Toward A Unified View1 (2003)A basic introduction to fixed-effect and random-effects models for meta-analysis (2010)Calculating and reporting effect sizes to facilitate cumulative science: a practical primer for t-tests and ANOVAs (2013)How to perform a meta-analysis with R: a practical tutorial (2019)Perceived discrimination and health: A meta-analytic review. (2009)The effect of mindfulness-based therapy on anxiety and depression: A meta-analytic review. (2010)Active learning increases student performance in science, engineering, and mathematics (2014)The Elaboration Likelihood Model of Persuasion (1986)Toward a Self-Evaluation Maintenance Model of Social Behavior (1988)Adaptive capacity and human cognition: The process of individual adaptation to climate change (2005)
this work references cited by second hop· second hop is a sample of the most-cited connections

References

  • 1985Social Foundations of Thought and Action : A Social Cognitive Theory19,175 cited
  • 2009Introduction to Meta‐Analysis14,215 cited
  • 2021Introduction to Meta‐Analysis9,785 cited
  • 2002Human Aggression3,912 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
  • 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
  • 1983Social psychophysiology : a sourcebook1,590 cited
  • 2010Psychological Science1,277 cited
  • 2004Comprehensive Meta-Analysis939 cited
  • 2000Fixed Effects vs. Random Effects Meta‐Analysis Models: Implications for Cumulative Research Knowledge833 cited
  • 2003An update on the effects of playing violent video games740 cited
  • 2009The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence From Correlational, Longitudinal, and Experimental Studies730 cited
  • 1990Social Information-Processing Bases of Aggressive Behavior in Children625 cited

Only edges whose both ends are imported exist here. Widen the year window, or show the whole map. Back to the work

2008
Teens, video games and civics
442 cited
  • 1991Communication Research333 cited
  • Cited by

    • 2017The General Aggression Model609 cited
    • 2020Computer-Mediated Communication, Social Media, and Mental Health: A Conceptual and Empirical Meta-Review533 cited
    • 2018Metaanalysis of the relationship between violent video game play and physical aggression over time301 cited
    • 2019Are Social Media Ruining Our Lives? A Review of Meta-Analytic Evidence288 cited
    • 2019When and How Video Games Can Be Good: A Review of the Positive Effects of Video Games on Well-Being263 cited
    • 2018Does playing violent video games cause aggression? A longitudinal intervention study254 cited
    • 2017Problematic gaming behaviour and health-related outcomes: A systematic review and meta-analysis243 cited
    • 2016Youth violence: What we know and what we need to know.223 cited
    • 2020Media and the Development of Gender Role Stereotypes206 cited
    • 2020Demographics and Health Behavior of Video Game and eSports Players in Germany: The eSports Study 2019176 cited
    • 2017Overstated evidence for short-term effects of violent games on affect and behavior: A reanalysis of Anderson et al. (2010).161 cited
    • 2016Men's harassment behavior in online video games: Personality traits and game factors157 cited
    • 2018Does Online Technology Make Us More or Less Sociable? A Preliminary Review and Call for Research157 cited
    • 2017A meta-analysis of prosocial media on prosocial behavior, aggression, and empathic concern: A multidimensional approach.152 cited
    • 2018Video games, emotion, and emotion regulation: expanding the scope150 cited
    • 2014Effects of action video game training on visual working memory.138 cited