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Reevaluating the Impact of Video Games
2 references·16 citing·47 second hop
Reevaluating the Impact of Video Games (1993)Reevaluating the Impact of Video GamesVideo Kids: Making Sense of Nintendo (1991)Video Kids: Making Sense of N…Video Kids (1991)Video KidsGender, Simulation, and Gaming: Research Review and Redirections (2010)Gender, Simulation, and Gamin…Young Children's Video/Computer Game Use: Relations with School Performance and Behavior (2009)Young Children's Video/Comput…Incidence and Correlates of Internet Usage Among Adolescents in North Cyprus (2007)Incidence and Correlates of I…Gender Differences in Video Game Characters’ Roles, Appearances, and Attire as Portrayed in Video Game Magazines (2007)Gender Differences in Video G…Still a Man's Game: Gender Representation in Online Reviews of Video Games (2006)Still a Man's Game: Gender Re…EverQuest—It’s Just a Computer Game Right? An Interpretative Phenomenological Analysis of Online Gaming Addiction (2006)EverQuest—It’s Just a Compute…A Theoretical Model of the Effects and Consequences of Playing Video Games. (2006)A Theoretical Model of the Ef…Violence, Sex, Race, and Age in Popular Video Games: A Content Analysis. (2005)Violence, Sex, Race, and Age …Gender dynamics and the social and spatial organization of computer gaming (2003)Gender dynamics and the socia…Structure and competition in the U.S. home video game industry (2002)Structure and competition in …Effects of Violent Versus Nonviolent Video Games on Children's Arousal, Aggressive Mood, and Positive Mood (2001)Effects of Violent Versus Non…Children's Positive and Negative Experiences With the Internet (2001)Children's Positive and Negat…Rating Electronic Games (1999)Rating Electronic GamesVideo and Computer Games: Effect on Children and Implications for Health Education (1997)Video and Computer Games: Eff…Is Mr Pac Man Eating Our Children? A Review of the Effect of Video Games on Children (1997)Is Mr Pac Man Eating Our Chil…Playing Violent Video and Computer Games and Adolescent Self-Concept (1996)Playing Violent Video and Com…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)Social Relationships and Internet Use among Adolescents in Israel (2001)Personality traits associated with problematic and non-problematic massively multiplayer online role playing game use (2011)Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. (2000)Effects 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)Analyzing media messages using quantitative content analysis in research (2005)College Students’ Video Game Participation and Perceptions: Gender Differences and Implications (2007)Sexy, Strong, and Secondary: A Content Analysis of Female Characters in Video Games across 31 Years (2016)A Theory of Social Comparison Processes (1954)An Examination of Violence and Gender Role Portrayals in Video Games: Implications for Gender Socialization and Aggressive Behavior (1998)Can the Media Affect Us? Social Comparison, Self-Discrepancy, and the Thin Ideal (2006)Deviant bodies, stigmatized identities, and racist acts: examining the experiences of African-American gamers in Xbox Live (2012)Blurring the boundaries: Using Gamergate to examine “real” and symbolic violence against women in contemporary gaming culture (2017)Increased Cognitive Load during Video Game Play Reduces Rape Myth Acceptance and Hostile Sexism after Exposure to Sexualized Female Avatars (2018)Social Learning Theory. 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(1985)Social Foundations of Thought and Action : A Social Cognitive Theory (1985)Women and Leisure: Premises and Performances Uncovered in an Integrative Review (2007)The moderating role of locus of control on the links between experiential motives and intention to play online games (2008)Wii all play (2009)Case Study Research: Design and Methods (1984)Qualitative Psychology: A Practical Guide to Research Methods (2008)The Attitudes, Feelings, and Experiences of Online Gamers: A Qualitative Analysis (2009)Videogame Addiction and its Treatment (2009)Recognizing Problem Video Game Use (2010)Case study research: design and methods (2011)Cognitive, social, and physiological determinants of emotional state. (1962)A cognitive-affective system theory of personality: Reconceptualizing situations, dispositions, dynamics, and invariance in personality structure. (1995)Prosocial video games reduce aggressive cognitions (2009)Effects of Prosocial, Neutral, and Violent Video Games on Children's Helpful and Hurtful Behaviors (2012)Cross-Cultural Differences in Cyberbullying Behavior (2013)The Impact of Home Computer Use on Children's Activities and Development (2000)The impact of computer use on children's and adolescents' development (2001)The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing (2009)The Lara Phenomenon: Powerful Female Characters in Video Games (2007)
this work references cited by second hop

References

  • 1991Video Kids: Making Sense of Nintendo319 cited
  • 1991Video Kids208 cited

Cited by

  • 2006A Theoretical Model of the Effects and Consequences of Playing Video Games.283 cited
  • 2006EverQuest—It’s Just a Computer Game Right? An Interpretative Phenomenological Analysis of Online Gaming Addiction261 cited
  • 2006Still a Man's Game: Gender Representation in Online Reviews of Video Games254 cited
  • 2010Gender, Simulation, and Gaming: Research Review and Redirections225 cited
  • 2003Gender dynamics and the social and spatial organization of computer gaming209 cited
  • 1996Playing Violent Video and Computer Games and Adolescent Self-Concept202 cited
  • 2007Gender Differences in Video Game Characters’ Roles, Appearances, and Attire as Portrayed in Video Game Magazines202 cited
  • 2009Young Children's Video/Computer Game Use: Relations with School Performance and Behavior160 cited
  • 2007Incidence and Correlates of Internet Usage Among Adolescents in North Cyprus156 cited
  • 2002Structure and competition in the U.S. home video game industry145 cited
  • 2005Violence, Sex, Race, and Age in Popular Video Games: A Content Analysis.143 cited
  • 2001Children's Positive and Negative Experiences With the Internet132 cited

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  • 2001Effects of Violent Versus Nonviolent Video Games on Children's Arousal, Aggressive Mood, and Positive Mood132 cited
  • 1999Rating Electronic Games97 cited
  • 1997Is Mr Pac Man Eating Our Children? A Review of the Effect of Video Games on Children94 cited
  • 1997Video and Computer Games: Effect on Children and Implications for Health Education82 cited