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Impact of virtual reality on young adults' physiological arousal and aggressive thoughts: Interaction versus observation
7 references·16 citing·43 second hop
Impact of virtual reality on young adults' physiological arousal and aggressive thoughts: Interaction versus observation (1994)Impact of virtual reality on young adults…Mind and Media: The Effects of Television, Video Games, and Computers (1984)Mind and Media: The Effects o…Excitation transfer in communication-mediated aggressive behavior (1971)Excitation transfer in commun…Studies in cognitive growth (1966)Studies in cognitive growthInfluence of models' reinforcement contingencies on the acquisition of imitative responses. (1965)Influence of models' reinforc…The Psychology of Aggression (1961)The Psychology of AggressionAn inventory for assessing different kinds of hostility. (1957)An inventory for assessing di…A primer of Freudian psychology. (1954)A primer of Freudian psycholo…The Effect of Presleep Video-Game Playing on Adolescent Sleep (2010)The Effect of Presleep Video-…Computer agents versus avatars: Responses to interactive game characters controlled by a computer or other player (2009)Computer agents versus avatar…Causal effects of violent sports video games on aggression: Is it competitiveness or violent content? (2009)Causal effects of violent spo…Being in the Game: Effects of Avatar Choice and Point of View on Psychophysiological Responses During Play (2009)Being in the Game: Effects of…The Role of Violent Video Game Content in Adolescent Development (2007)The Role of Violent Video Gam…The Effects of Technological Advancement and Violent Content in Video Games on Players’ Feelings of Presence, Involvement, Physiological Arousal, and Aggression (2007)The Effects of Technological …Video Games for Entertainment and Education. (2006)Video Games for Entertainment…Video Game Violence and the Female Game Player: Self- and Opponent Gender Effects on Presence and Aggressive Thoughts (2006)Video Game Violence and the F…Phasic Emotional Reactions to Video Game Events: A Psychophysiological Investigation (2006)Phasic Emotional Reactions to…Emotional response patterns and sense of presence during video games (2004)Emotional response patterns a…Popular Video Games: Quantifying the Presentation of Violence and Its Context (2003)Popular Video Games: Quantify…Playing violent video games, desensitization, and moral evaluation in children (2003)Playing violent video games, …Impacts of Net-generation attributes, seductive properties of the Internet, and gratifications-obtained on Internet use (2003)Impacts of Net-generation att…Video games and real-life aggression: review of the literature (2001)Video games and real-life agg…Effects of Violent Versus Nonviolent Video Games on Children's Arousal, Aggressive Mood, and Positive Mood (2001)Effects of Violent Versus Non…Playing Violent Video and Computer Games and Adolescent Self-Concept (1996)Playing Violent Video and Com…Negative affectivity: The disposition to experience aversive emotional states. 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this work references cited by second hop

References

  • 1957An inventory for assessing different kinds of hostility.2,586 cited
  • 1961The Psychology of Aggression2,120 cited
  • 1966Studies in cognitive growth1,976 cited
  • 1965Influence of models' reinforcement contingencies on the acquisition of imitative responses.1,302 cited
  • 1971Excitation transfer in communication-mediated aggressive behavior728 cited
  • 1984Mind and Media: The Effects of Television, Video Games, and Computers337 cited
  • 1954A primer of Freudian psychology.258 cited

Cited by

  • 2007The Effects of Technological Advancement and Violent Content in Video Games on Players’ Feelings of Presence, Involvement, Physiological Arousal, and Aggression276 cited
  • 2006Phasic Emotional Reactions to Video Game Events: A Psychophysiological Investigation263 cited
  • 2003Popular Video Games: Quantifying the Presentation of Violence and Its Context262 cited
  • 2009Causal effects of violent sports video games on aggression: Is it competitiveness or violent content?221 cited
  • 2009Computer agents versus avatars: Responses to interactive game characters controlled by a computer or other player218 cited
  • 1996Playing Violent Video and Computer Games and Adolescent Self-Concept202 cited
  • 2003Playing violent video games, desensitization, and moral evaluation in children

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198 cited
  • 2003Impacts of Net-generation attributes, seductive properties of the Internet, and gratifications-obtained on Internet use177 cited
  • 2010The Effect of Presleep Video-Game Playing on Adolescent Sleep175 cited
  • 2001Video games and real-life aggression: review of the literature174 cited
  • 2006Video Game Violence and the Female Game Player: Self- and Opponent Gender Effects on Presence and Aggressive Thoughts163 cited
  • 2009Being in the Game: Effects of Avatar Choice and Point of View on Psychophysiological Responses During Play144 cited
  • 2004Emotional response patterns and sense of presence during video games142 cited
  • 2007The Role of Violent Video Game Content in Adolescent Development141 cited
  • 2006Video Games for Entertainment and Education.139 cited
  • 2001Effects of Violent Versus Nonviolent Video Games on Children's Arousal, Aggressive Mood, and Positive Mood132 cited