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Toxic behaviors in online multiplayer games: Prevalence, perception, risk factors of victimization, and psychological consequences
12 references·0 citing·54 second hop
Toxic behaviors in online multiplayer games: Prevalence, perception, risk factors of victimization, and psychological consequences (2022)Toxic behaviors in online multiplayer gam…Don’t You Know That You’re Toxic: Normalization of Toxicity in Online Gaming (2021)Don’t You Know That You’re To…Cyberbullying Perpetration and Victimization in Youth: A Meta-Analysis of Longitudinal Studies (2019)Cyberbullying Perpetration an…Cyberbullying on Online Gaming Platforms for Children and Youth (2017)Cyberbullying on Online Gamin…Virtual Warfare (2015)Virtual WarfareValidation of the Ten-Item Internet Gaming Disorder Test (IGDT-10) and evaluation of the nine DSM-5 Internet Gaming Disorder criteria (2015)Validation of the Ten-Item In…Bifactor structural model of symptom checklists: SCL-90-R and Brief Symptom Inventory (BSI) in a non-clinical community sample (2014)Bifactor structural model of …Cyberbullying and Self-Esteem* (2010)Cyberbullying and Self-Esteem*Effects of Violent Video Games on Aggressive Behavior: Potential Sex Differences (2002)Effects of Violent Video Game…Development and validation of the anger rumination scale (2001)Development and validation of…The Third-Person Effect: A Meta-Analysis of the Perceptual Hypothesis (2000)The Third-Person Effect: A Me…Aggression: Its Causes, Consequences, and Control. 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(2010)Cutoff criteria for fit indexes in covariance structure analysis: Conventional criteria versus new alternatives (1999)Latent Class and Latent Transition Analysis (2009)Diagnostic and Statistical Manual of Mental Disorders (2013)Chaos and confusion in DSM-5 diagnosis of Internet Gaming Disorder: Issues, concerns, and recommendations for clarity in the field (2016)Manifesto for a European research network into Problematic Usage of the Internet (2018)Measurement and Conceptualization of Gaming Disorder According to the World Health Organization Framework: the Development of the Gaming Disorder Test (2019)Bias in meta-analysis detected by a simple, graphical test (1997)Measuring inconsistency in meta-analyses (2003)Cochrane Handbook for Systematic Reviews of Interventions (2008)Social Media Use and Self-Injurious Thoughts and Behaviors: A Systematic Review and Meta-Analysis (2020)A Systematic Review and Meta-analysis of Interventions to Decrease Cyberbullying Perpetration and Victimization (2021)Mechanisms linking social media use to adolescent mental health vulnerability (2024)The Aggression Questionnaire. 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References

  • 1993Aggression: Its Causes, Consequences, and Control1,958 cited
  • 2010Cyberbullying and Self-Esteem*798 cited
  • 2001Development and validation of the anger rumination scale711 cited
  • 1994Aggression: Its Causes, Consequences, and Control.484 cited
  • 2015Validation of the Ten-Item Internet Gaming Disorder Test (IGDT-10) and evaluation of the nine DSM-5 Internet Gaming Disorder criteria424 cited
  • 2000The Third-Person Effect: A Meta-Analysis of the Perceptual Hypothesis334 cited
  • 2002Effects of Violent Video Games on Aggressive Behavior: Potential Sex Differences301 cited
  • 2021Don’t You Know That You’re Toxic: Normalization of Toxicity in Online Gaming241 cited
  • 2019Cyberbullying Perpetration and Victimization in Youth: A Meta-Analysis of Longitudinal Studies224 cited
  • 2014Bifactor structural model of symptom checklists: SCL-90-R and Brief Symptom Inventory (BSI) in a non-clinical community sample170 cited
  • 2015Virtual Warfare154 cited
  • 2017Cyberbullying on Online Gaming Platforms for Children and Youth92 cited

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