The Fortnite social paradox: The effects of violent-cooperative multi-player video games on children's basic psychological needs and prosocial behavior
暂无分享,去创建一个
[1] J. Dutton,et al. INTERPERSONAL SENSEMAKING AND THE MEANING OF WORK , 2003 .
[2] David R. Ewoldsen,et al. Effect of Playing Violent Video Games Cooperatively or Competitively on Subsequent Cooperative Behavior , 2012, Cyberpsychology Behav. Soc. Netw..
[3] Yvonne de Kort,et al. Shared Fun Is Doubled Fun: Player Enjoyment as a Function of Social Setting , 2008, Fun and Games.
[4] Katherine E. Buckley,et al. Violent video game effects on children and adolescents. A review of the literature. , 2005, Minerva pediatrica.
[5] Craig A. Anderson,et al. Competitive Aggression without Interaction: Effects of Competitive Versus Cooperative Instructions on Aggressive Behavior in Video Games , 1995 .
[6] A. Drummond,et al. Violent video games: The effects of narrative context and reward structure on in-game and postgame aggression. , 2015, Journal of experimental psychology. Applied.
[7] L. R. Huesmann,et al. Short-term and long-term effects of violent media on aggression in children and adults. , 2006, Archives of pediatrics & adolescent medicine.
[8] Y. Bloch,et al. Possible Biases of Researchers’ Attitudes Toward Video Games: Publication Trends Analysis of the Medical Literature (1980–2013) , 2016, Journal of medical Internet research.
[9] Christopher J. Ferguson,et al. The influence of solitary and cooperative violent video game play on aggressive and prosocial behavior , 2013, Comput. Hum. Behav..
[10] J. Bailenson,et al. Virtual Superheroes: Using Superpowers in Virtual Reality to Encourage Prosocial Behavior , 2013, PloS one.
[11] Patricia L. Obst,et al. Sense of Community, Social Identity and Social Support Among Players of Massively Multiplayer Online Games (MMOGs): A Qualitative Analysis , 2015 .
[12] Andrew K. Przybylski,et al. A Motivational Model of Video Game Engagement , 2010 .
[13] D. Warner,et al. The Role of Violent Video Game Content in Adolescent Development , 2008 .
[14] D. Buckingham,et al. Gotta Catch 'em all: Structure, Agency and Pedagogy in Children's Media Culture , 2003 .
[15] C. Ferguson,et al. The Impact of Degree of Exposure to Violent Video Games, Family Background, and Other Factors on Youth Violence , 2017, Journal of youth and adolescence.
[16] Michael R. Ward,et al. Violent Video Games and Violent Crime , 2016 .
[17] S. Kühn,et al. Does playing violent video games cause aggression? A longitudinal intervention study , 2018, Molecular Psychiatry.
[18] P. Bentler,et al. Cutoff criteria for fit indexes in covariance structure analysis : Conventional criteria versus new alternatives , 1999 .
[19] Karl Mann,et al. Self-Concept Deficits in Massively Multiplayer Online Role-Playing Games Addiction , 2013, European Addiction Research.
[20] David R. Ewoldsen,et al. Ingroup Versus Outgroup Conflict in the Context of Violent Video Game Play , 2014, Commun. Res..
[21] G. Weijters,et al. The release of Grand Theft Auto V and registered juvenile crime in the Netherlands , 2017 .
[22] Christopher J. Ferguson,et al. Call of (civic) duty: Action games and civic behavior in a large sample of youth , 2011, Comput. Hum. Behav..
[23] Christopher L. Groves,et al. The general learning model: Unveiling the teaching potential of video games. , 2014 .
[24] Craig A. Anderson,et al. Satisfaction and frustration of basic psychological needs in the real world and in video games predict internet gaming disorder scores and well-being , 2018, Comput. Hum. Behav..
[25] C. Ferguson. The problem of false positives and false negatives in violent video game experiments. , 2018, International journal of law and psychiatry.
[26] Günter L. Huber,et al. Media Violence and Youth Violence , 2008, J. Media Psychol. Theor. Methods Appl..
[27] Thorsten Quandt,et al. To dwell among gamers: Investigating the relationship between social online game use and gaming-related friendships , 2014, Comput. Hum. Behav..
[28] Tobias Greitemeyer,et al. Effects of prosocial video games on prosocial behavior. , 2010, Journal of personality and social psychology.
[29] C. Anderson,et al. The effect of video game violence on physiological desensitization to real-life violence. , 2007 .
[30] E. Deci,et al. The "What" and "Why" of Goal Pursuits: Human Needs and the Self-Determination of Behavior , 2000 .
[31] Thorsten Quandt,et al. Social gaming, lonely life? The impact of digital game play on adolescents' social circles , 2014, Comput. Hum. Behav..
[32] Zan Gao,et al. A meta‐analysis of active video games on health outcomes among children and adolescents , 2015, Obesity reviews : an official journal of the International Association for the Study of Obesity.
[33] Tobias Greitemeyer. Playing Video Games Cooperatively Increases Empathic Concern , 2013 .
[34] Tobias Greitemeyer,et al. How to ameliorate negative effects of violent video games on cooperation: Play it cooperatively in a team , 2012, Comput. Hum. Behav..
[35] Brad E. Sheese,et al. Deciding to Defect , 2005, Psychological science.
[36] C. Ferguson. Aggressive video games research emerges from its replication crisis (Sort of). , 2020, Current opinion in psychology.
[37] Jeroen Jansz,et al. Appeal of Playing Online First Person Shooter Games , 2007, Cyberpsychology Behav. Soc. Netw..
[38] C. Ferguson,et al. Understanding Why Scholars Hold Different Views on the Influences of Video Games on Public Health , 2017 .
[39] Christopher R. Engelhardt,et al. Null Effects of Game Violence, Game Difficulty, and 2D:4D Digit Ratio on Aggressive Behavior , 2019, Psychological science.
[40] Andrew K. Przybylski,et al. The Motivational Pull of Video Games: A Self-Determination Theory Approach , 2006 .
[41] Andrew K. Przybylski,et al. Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report , 2019, Royal Society Open Science.
[42] E. Deci,et al. Internalization of biopsychosocial values by medical students: a test of self-determination theory. , 1996, Journal of personality and social psychology.
[43] Morgan J. Tear,et al. Failure to Demonstrate That Playing Violent Video Games Diminishes Prosocial Behavior , 2013, PloS one.
[44] Ulrika Bennerstedt,et al. How gamers manage aggression: Situating skills in collaborative computer games , 2011, International Journal of Computer-Supported Collaborative Learning.
[45] S. Doi,et al. Angry Birds, Angry Children, and Angry Meta-Analysts , 2016, Perspectives on psychological science : a journal of the Association for Psychological Science.
[46] Tobias Greitemeyer,et al. There's no “I” in team: Effects of cooperative video games on cooperative behavior† , 2013 .
[47] K. Durkin,et al. Not so doomed: computer game play and positive adolescent development , 2002 .
[48] A. Bandura. Self-efficacy: toward a unifying theory of behavioral change. , 1977, Psychological review.
[49] C. Ferguson. Do 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 , 2015, Perspectives on psychological science : a journal of the Association for Psychological Science.
[50] T. Greitemeyer,et al. Video Games Do Affect Social Outcomes , 2014, Personality & social psychology bulletin.
[51] Ron Tamborini,et al. Defining Media Enjoyment as the Satisfaction of Intrinsic Needs , 2010 .
[52] C. Judd,et al. Fundamental dimensions of social judgment: understanding the relations between judgments of competence and warmth. , 2005, Journal of personality and social psychology.
[53] Whitney DeCamp. Impersonal Agencies of Communication: Comparing the Effects of Video Games and Other Risk Factors on Violence , 2015 .
[54] C. McBride-Chang,et al. Game On? Online Friendship, Cyberbullying, and Psychosocial Adjustment in Hong Kong Chinese Children , 2013 .
[55] Brian Harrington,et al. Video games as virtual teachers: Prosocial video game use by children and adolescents from different socioeconomic groups is associated with increased empathy and prosocial behaviour , 2016, Comput. Hum. Behav..
[56] R. Ryan,et al. Relation of reward contingency and interpersonal context to intrinsic motivation: A review and test using cognitive evaluation theory. , 1983 .
[57] C. Ferguson,et al. Aggressive Video Games are Not a Risk Factor for Future Aggression in Youth: A Longitudinal Study , 2019, Journal of Youth and Adolescence.
[58] C. Anderson,et al. Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature , 2001, Psychological science.
[59] J. V. Looy,et al. Children’s Motives to Start, Continue, and Stop Playing Video Games: Confronting Popular Theories with Real-World Observations , 2017, Current Addiction Reports.
[60] G. Elliott,et al. Mattering and Suicide Ideation: Establishing and Elaborating a Relationship , 2005 .
[61] C. Keyes,et al. Promoting and protecting mental health as flourishing: a complementary strategy for improving national mental health. , 2007, The American psychologist.
[62] C. Markey,et al. Violent video games and real-world violence: Rhetoric versus data. , 2014 .
[63] Amy J. C. Cuddy,et al. Universal dimensions of social cognition: warmth and competence , 2007, Trends in Cognitive Sciences.
[64] Michele L. Ybarra,et al. Can clans protect adolescent players of massively multiplayer online games from violent behaviors? , 2015, International Journal of Public Health.
[65] C. Anderson,et al. The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence From Correlational, Longitudinal, and Experimental Studies , 2009, Personality & social psychology bulletin.
[66] Nick Yee,et al. The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments , 2006, PRESENCE: Teleoperators and Virtual Environments.
[67] Lee Wilson. Part 1: Getting It Wrong--Slaying Myths about Video Games. , 2007 .
[68] E. Deci,et al. Intrinsic and Extrinsic Motivations: Classic Definitions and New Directions. , 2000, Contemporary educational psychology.
[69] C. Stifter,et al. The role of positive emotions in child development: A developmental treatment of the broaden and build theory , 2020 .
[70] Andrew K Przybylski,et al. The Motivating Role of Violence in Video Games , 2009, Personality & social psychology bulletin.
[71] S. Reise,et al. The Loneliness Questionnaire–Short Version: An Evaluation of Reverse-Worded and Non-Reverse-Worded Items Via Item Response Theory , 2012, Journal of personality assessment.
[72] Tobias Greitemeyer,et al. Prosocial video games reduce aggressive cognitions , 2009 .
[73] Jong-Eun Roselyn Lee,et al. When Playing Together Feels Different: Effects of Task Types and Social Contexts on Physiological Arousal in Multiplayer Online Gaming Contexts , 2009, Cyberpsychology Behav. Soc. Netw..
[74] B. Fredrickson,et al. Positive Emotions Trigger Upward Spirals Toward Emotional Well-Being , 2002, Psychological science.
[75] Michael G. Schmierbach,et al. “Killing Spree”: Exploring the Connection Between Competitive Game Play and Aggressive Cognition , 2010, Commun. Res..
[76] James D. Ivory,et al. Digital Games Research: A Survey Study on an Emerging Field and Its Prevalent Debates , 2015 .
[77] G. Trommsdorff,et al. Sympathy, distress, and prosocial behavior of preschool children in four cultures , 2007 .
[78] E. Deci,et al. The general causality orientations scale: Self-determination in personality , 1985 .
[79] Nikos Ntoumanis,et al. Autonomy support, basic need satisfaction and the optimal functioning of adult male and female sport participants: A test of basic needs theory , 2008 .
[80] N. McLatchie,et al. Denying Humanness to Others , 2011, Psychological science.