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Video Games: (2012)Video Games:Handbook of children and the media (2012)Handbook of children and the …Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study (2011)Pathological Video Game Use A…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…Television and Video Game Exposure and the Development of Attention Problems (2010)Television and Video Game Exp…Generation M2: Media in the Lives of 8- to 18-Year-Olds (2010)Generation M2: Media in the L…Generation M2 : Media in the Lives of 8- to 18-year-olds (2010)Generation M2 : Media in the …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…Violent video game effects on children and adolescents: theory, research, and public policy (2007)Violent video game effects on…Excessive Computer Game Playing: Evidence for Addiction and Aggression? (2007)Excessive Computer Game Playi…The effect of video game violence on physiological desensitization to real-life violence (2006)The effect of video game viol…The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance (2004)The effects of violent video …Violence exposure in real‐life, video games, television, movies, and the internet: is there desensitization? (2003)Violence exposure in real‐lif…Handbook of children and the media (2001)Handbook of children and the …Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. (2000)Video games and aggressive th…Educational video game for juvenile diabetes: results of a controlled trial (1997)Educational video game for ju…“Ethical Principles of Psychologists and Code of Conduct” (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)The Influence of Media Violence on Youth (2003)Flow: the psychology of optimal experience (1990)Flow: The Psychology of Optimal Experience (1991)Internet Addiction: The Emergence of a New Clinical Disorder (1998)An international consensus for assessing internet gaming disorder using the new DSM ‐5 approach (2014)The Internet Gaming Disorder Scale. (2015)Internet gaming disorder in children and adolescents: a systematic review (2018)Flow: The Psychology of Optimal Experience (1991)Mobile phone use and stress, sleep disturbances, and symptoms of depression among young adults - a prospective cohort study (2011)Diagnostic and Statistical Manual of Mental Disorders (2013)The Social Media Disorder Scale (2016)Social Learning Theory. (1978)The Aggression Questionnaire. (1992)The Aggression Questionnaire. (1992)Health Effects of Media on Children and Adolescents (2010)Video Games Do Affect Social Outcomes (2014)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)The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing (2009)Handbook of Social Psychology (2013)The General Aggression Model (2017)Aggression: A Social Learning Analysis (1973)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)Parental Mediation of Children's Internet Use (2008)College students' social networking experiences on Facebook (2009)Generation Z: Technology and Social Interest (2015)Adolescent Internet use: What we expect, what teens report (2004)Television and Very Young Children (2004)Gender Similarities and Differences (2013)
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References

  • 2010Generation M2: Media in the Lives of 8- to 18-Year-Olds2,196 cited
  • 2010Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review.2,046 cited
  • 2010Generation M2 : Media in the Lives of 8- to 18-year-olds2,017 cited
  • 2000Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life.1,779 cited
  • 2011Pathological Video Game Use Among Youths: A Two-Year Longitudinal Study1,313 cited
  • 2009Pathological Video-Game Use Among Youth Ages 8 to 181,086 cited
  • 2004The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance963 cited
  • 2009The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence From Correlational, Longitudinal, and Experimental Studies730 cited
  • 2001Handbook of children and the media674 cited
  • 2006The effect of video game violence on physiological desensitization to real-life violence641 cited
  • 2007Excessive Computer Game Playing: Evidence for Addiction and Aggression?616 cited
  • 2012Handbook of children and the media565 cited
  • 2003Violence exposure in real‐life, video games, television, movies, and the internet: is there desensitization?531 cited
  • 2010Television and Video Game Exposure and the Development of Attention Problems

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504 cited
  • 2007Violent video game effects on children and adolescents: theory, research, and public policy493 cited
  • 1997Educational video game for juvenile diabetes: results of a controlled trial475 cited
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