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Possible Biases of Researchers’ Attitudes Toward Video Games: Publication Trends Analysis of the Medical Literature (1980–2013)
13 references·0 citing·53 second hop
Possible Biases of Researchers’ Attitudes Toward Video Games: Publication Trends Analysis of the Medical Literature (1980–2013) (2016)Possible Biases of Researchers’ Attitudes…The Use of Electronic Games in Therapy: a Review with Clinical Implications (2014)The Use of Electronic Games i…Electronic Gaming and Psychosocial Adjustment (2014)Electronic Gaming and Psychos…Violent video games and the Supreme Court: Lessons for the scientific community in the wake of Brown v. Entertainment Merchants Association. (2013)Violent video games and the S…Is Internet addiction a useful concept? (2013)Is Internet addiction a usefu…Action Video Games Make Dyslexic Children Read Better (2013)Action Video Games Make Dysle…Interactive Games to Promote Behavior Change in Prevention and Treatment (2011)Interactive Games to Promote …Brains on video games (2011)Brains on video gamesTelevision and Video Game Exposure and the Development of Attention Problems (2010)Television and Video Game Exp…Playing prosocial video games increases empathy and decreases schadenfreude. (2010)Playing prosocial video games…Much ado about nothing: The misestimation and overinterpretation of violent video game effects in Eastern and Western nations: Comment on Anderson et al. (2010). (2010)Much ado about nothing: The m…Health Effects of Media on Children and Adolescents (2010)Health Effects of Media on Ch…Adolescent Screen Time and Attachment to Parents and Peers (2010)Adolescent Screen Time and At…Media Violence (2009)Media ViolenceThe Psychology of Interpersonal Relations. (1958)The altruism question: toward a social-psychological answer (1992)Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. (2010)Long-Term Relations Among Prosocial-Media Use, Empathy, and Prosocial Behavior (2013)Are Serious Games a Good Strategy for Pharmacy Education? (2015)How do presence, flow, and character identification affect players’ empathy and interest in learning from a serious computer game? (2016)Interaction Effects in Parafoveal Letter Recognition (1970)Categorizing sounds and learning to read—a causal connection (1983)The visual word form area: expertise for reading in the fusiform gyrus (2003)Sensory theories of developmental dyslexia: three challenges for research (2014)A different vision of dyslexia: Local precedence on global perception (2017)Meta-analysis of action video game impact on perceptual, attentional, and cognitive skills. (2017)Criminal Justice and Behavior (1980)The Motivational Pull of Video Games: A Self-Determination Theory Approach (2006)The effect of video game competition and violence on aggressive behavior: Which characteristic has the greatest influence? (2011)Seven Fears and the Science of How Mobile Technologies May Be Influencing Adolescents in the Digital Age (2015)Metaanalysis of the relationship between violent video game play and physical aggression over time (2018)The inventory of parent and peer attachment: Individual differences and their relationship to psychological well-being in adolescence (1987)Internet paradox: A social technology that reduces social involvement and psychological well-being? (1998)Does the Internet Increase, Decrease, or Supplement Social Capital? (2001)Childhood and Adolescent Television Viewing and Antisocial Behavior in Early Adulthood (2013)The relationship between online activities, netiquette and cyberbullying (2014)Stressful life events and adolescent well‐being: The role of parent and peer relationships (2020)False-Positive Psychology (2011)Folk Devils and Moral Panics (2011)Family functioning and information and communication technologies: How do they relate? A literature review (2014)Students’ Wellbeing, Fear of Missing out, and Social Media Engagement for Leisure in Higher Education Learning Environments (2016)eSport: Construct specifications and implications for sport management (2017)The Strengths and Difficulties Questionnaire: A Research Note (1997)When to Use Broader Internalising and Externalising Subscales Instead of the Hypothesised Five Subscales on the Strengths and Difficulties Questionnaire (SDQ): Data from British Parents, Teachers and Children (2010)Reality is broken: why games make us better and how they can change the world (2012)Video gaming in a hyperconnected world: A cross-sectional study of heavy gaming, problematic gaming symptoms, and online socializing in adolescents (2016)Everything in Moderation: Moderate Use of Screens Unassociated with Child Behavior Problems (2017)Positive Effects of Digital Technology Use by Adolescents: A Scoping Review of the Literature (2022)Social Cognitive Theory of Mass Communication (2001)Generation M2 : Media in the Lives of 8- to 18-year-olds (2010)Generation M2: Media in the Lives of 8- to 18-Year-Olds (2010)The Psychology of Social Conflict and Aggression (2011)Media and technology use predicts ill-being among children, preteens and teenagers independent of the negative health impacts of exercise and eating habits (2014)Digital Screen Time Limits and Young Children's Psychological Well-Being: Evidence From a Population-Based Study (2017)LISREL 7 : user's reference guide (1989)Factor structure of the barratt impulsiveness scale (1995)High Self‐Control Predicts Good Adjustment, Less Pathology, Better Grades, and Interpersonal Success (2004)Video game playing, attention problems, and impulsiveness: Evidence of bidirectional causality. (2012)Toward a consensus definition of pathological video-gaming: A systematic review of psychometric assessment tools (2013)Issues for DSM-V: Internet Addiction (2008)Pathological Video-Game Use Among Youth Ages 8 to 18 (2009)Internet Gaming Addiction: A Systematic Review of Empirical Research (2011)Internet Gaming Disorder Treatment: A Review of Definitions of Diagnosis and Treatment Outcome (2014)The prefrontal dysfunction in individuals with Internet gaming disorder: a meta‐analysis of functional magnetic resonance imaging studies (2014)INTERNET ADDICTION: A REVIEW OF THE FIRST TWENTY YEARS (2017)A vacation from your mind: Problematic online gaming is a stress response (2014)Gamification: A cognitive-emotional view (2018)
this work references cited by second hop

References

  • 2010Health Effects of Media on Children and Adolescents527 cited
  • 2013Action Video Games Make Dyslexic Children Read Better525 cited
  • 2010Television and Video Game Exposure and the Development of Attention Problems504 cited
  • 2010Much ado about nothing: The misestimation and overinterpretation of violent video game effects in Eastern and Western nations: Comment on Anderson et al. (2010).311 cited
  • 2011Brains on video games310 cited
  • 2010Playing prosocial video games increases empathy and decreases schadenfreude.262 cited
  • 2013Is Internet addiction a useful concept?221 cited
  • 2010Adolescent Screen Time and Attachment to Parents and Peers192 cited
  • 2014Electronic Gaming and Psychosocial Adjustment179 cited
  • 2013Violent video games and the Supreme Court: Lessons for the scientific community in the wake of Brown v. Entertainment Merchants Association.178 cited
  • 2009Media Violence174 cited
  • 2014The Use of Electronic Games in Therapy: a Review with Clinical Implications142 cited
  • 2011Interactive Games to Promote Behavior Change in Prevention and Treatment112 cited

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