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The effect of violent and non-violent computer games on cognitive performance
5 references·2 citing·36 second hop
The effect of violent and non-violent computer games on cognitive performance (2008)The effect of violent and non-violent com…An update on the effects of playing violent video games (2003)An update on the effects of p…Controlling the Information Flow: Effects on Consumers' Decision Making and Preferences (2000)Controlling the Information F…Violent video games and aggression (1999)Violent video games and aggre…Developmental differences at play: Children's selective attention and performance in video games (1998)Developmental differences at …SYNWORK1: A PC-based tool for assessment of performance in a simulated work environment (1994)SYNWORK1: A PC-based tool for…Brand Communication Challenges in Getting Young Customer Engagement (2014)Brand Communication Challenge…Is Game Immersion Just Another Form of Selective Attention? An Empirical Investigation of Real World Dissociation in Computer Game Immersion (2010)Is Game Immersion Just Anothe…Flow: the psychology of optimal experience (1990)Basics of qualitative research : techniques and procedures for developing grounded theory (1998)Rules of Play: Game Design Fundamentals (2003)The Walter Reed performance assessment battery. (1985)Computerized assessment in neuropsychology: A review of tests and test batteries (1992)Oculomotor impairment during chronic partial sleep deprivation (2003)Optical computer recognition of facial expressions associated with stress induced by performance demands. (2005)Individual Differences in Multitasking Ability and Adaptability (2013)Toward a Theory of Intrinsically Motivating Instruction* (1981)Mind and Media: The Effects of Television, Video Games, and Computers (1984)Competence considered (1990)Towards a Framework for Understanding Electronic Educational Gaming (2007)Gaming frequency and academic performance (2008)Computer games that exercise cognitive skills: What makes them engaging for children? (2016)Dimensions of Brand Personality (1997)Strategic Brand Management: Building, Measuring, and Managing Brand Equity (1997)Brand Experience: What Is It? How Is It Measured? Does It Affect Loyalty? (2009)Examining the Role of Supervisor Support on Generation Z's Intention to Quit (2020)The Handbook of Social Psychology (1969)Human Aggression (2002)Handbook of social psychology (2004)Aggression and Antisocial Behavior in Youth (2007)Who plays, how much, and why? Debunking the stereotypical gamer profile (2008)Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study (2011)Dimensions of Consumer Expertise (1987)The Adaptive Decision Maker (1993)The Adaptive Decision Maker (1994)What is Interactivity and is it Always Such a Good Thing? Implications of Definition, Person, and Situation for the Influence of Interactivity on Advertising Effectiveness (2002)Making choices impairs subsequent self-control: A limited-resource account of decision making, self-regulation, and active initiative. (2008)An Experimental Study of the Relationship between Online Engagement and Advertising Effectiveness (2009)An inventory for assessing different kinds of hostility. (1957)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)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)
this work references cited by second hop

References

  • 2003An update on the effects of playing violent video games740 cited
  • 2000Controlling the Information Flow: Effects on Consumers' Decision Making and Preferences724 cited
  • 1999Violent video games and aggression252 cited
  • 1994SYNWORK1: A PC-based tool for assessment of performance in a simulated work environment126 cited
  • 1998Developmental differences at play: Children's selective attention and performance in video games62 cited

Cited by

  • 2010Is Game Immersion Just Another Form of Selective Attention? An Empirical Investigation of Real World Dissociation in Computer Game Immersion35 cited
  • 2014Brand Communication Challenges in Getting Young Customer Engagement12 cited

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