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Playing Prosocial Video Games Increases the Accessibility of Prosocial Thoughts
16 references·1 citing·44 second hop
Playing Prosocial Video Games Increases the Accessibility of Prosocial Thoughts (2011)Playing Prosocial Video Games Increases t…Playing Video Games : Motives, Responses, and Consequences (2012)Playing Video Games : Motives…Playing prosocial video games increases empathy and decreases schadenfreude. (2010)Playing prosocial video games…Effects of prosocial video games on prosocial behavior. (2010)Effects of prosocial video ga…The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence From Correlational, Longitudinal, and Experimental Studies (2009)The Effects of Prosocial Vide…Effects of songs with prosocial lyrics on prosocial thoughts, affect, and behavior (2008)Effects of songs with prosoci…A Theoretical Model of the Effects and Consequences of Playing Video Games. (2006)A Theoretical Model of the Ef…Violent Video Games: Specific Effects of Violent Content on Aggressive Thoughts and Behavior (2004)Violent Video Games: Specific…Self-Knowledge: Its Limits, Value, and Potential for Improvement (2004)Self-Knowledge: Its Limits, V…Exposure to violent media: The effects of songs with violent lyrics on aggressive thoughts and feelings. (2003)Exposure to violent media: Th…An update on the effects of playing violent video games (2003)An update on the effects of p…Violent Video Games and Hostile Expectations: A Test of the General Aggression Model (2002)Violent Video Games and Hosti…Human Aggression (2002)Human AggressionVideo games and aggressive thoughts, feelings, and behavior in the laboratory and in life. (2000)Video games and aggressive th…Priming Effects of Media Violence on the Accessibility of Aggressive Constructs in Memory (1998)Priming Effects of Media Viol…Help, I Need Somebody: Automatic Action and Inaction (1998)Help, I Need Somebody: Automa…Affect of the Game Player (1986)Affect of the Game PlayerFactors affecting the Acceptance of Video Games as a Tool to improve students’ academic performance in Physical Education (2022)Factors affecting the Accepta…Statistical principles in experimental design. (1962)The Handbook of Social Psychology (1969)The development of markers for the Big-Five factor structure. 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References

  • 2002Human Aggression3,912 cited
  • 2000Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life.1,779 cited
  • 2012Playing Video Games : Motives, Responses, and Consequences1,059 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
  • 2004Self-Knowledge: Its Limits, Value, and Potential for Improvement626 cited
  • 2002Violent Video Games and Hostile Expectations: A Test of the General Aggression Model615 cited
  • 2003Exposure to violent media: The effects of songs with violent lyrics on aggressive thoughts and feelings.479 cited
  • 2010Effects of prosocial video games on prosocial behavior.454 cited
  • 2004Violent Video Games: Specific Effects of Violent Content on Aggressive Thoughts and Behavior389 cited
  • 2006A Theoretical Model of the Effects and Consequences of Playing Video Games.283 cited
  • 2010Playing prosocial video games increases empathy and decreases schadenfreude.262 cited
  • 1998Help, I Need Somebody: Automatic Action and Inaction246 cited
  • 1986Affect of the Game Player226 cited
  • 1998

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Priming Effects of Media Violence on the Accessibility of Aggressive Constructs in Memory
208 cited
  • 2008Effects of songs with prosocial lyrics on prosocial thoughts, affect, and behavior195 cited
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    • 2022Factors affecting the Acceptance of Video Games as a Tool to improve students’ academic performance in Physical Education23 cited