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Videogames and guns in adolescents: T ests of a bipartite theory
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References

  • 2009Predicting and Changing Behavior: The Reasoned Action Approach5,813 cited
  • 2001Nature and Operation of Attitudes4,310 cited
  • 2010Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review.2,046 cited
  • 1996Social Information-Processing Mechanisms in Reactive and Proactive Aggression1,985 cited
  • 1985A variance explanation paradox: When a little is a lot.1,045 cited
  • 2009Violence, Abuse, and Crime Exposure in a National Sample of Children and Youth1,033 cited
  • 2004The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance963 cited
  • 2004Sex Differences in Video Game Play:770 cited
  • 2003An update on the effects of playing violent video games740 cited
  • 2002Violent Video Games and Hostile Expectations: A Test of the General Aggression Model615 cited
  • 2011The general aggression model: Theoretical extensions to violence.567 cited
  • 2009The virtual census: representations of gender, race and age in video games560 cited
  • 2009Increasing Speed of Processing With Action Video Games522 cited
  • 2015Do Angry Birds Make for Angry Children? A Meta-Analysis of Video Game Influences on Children’s and Adolescents’ Aggression, Mental Health, Prosocial Behavior, and Academic Performance

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522 cited
  • 2007The Good, The Bad and the Ugly: A Meta-analytic Review of Positive and Negative Effects of Violent Video Games504 cited
  • 2010Television and Video Game Exposure and the Development of Attention Problems504 cited
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