The Effects of Technological Advancement and Violent Content in Video Games on Players’ Feelings of Presence, Involvement, Physiological Arousal, and Aggression
暂无分享,去创建一个
[1] D. Zillmann. Excitation transfer in communication-mediated aggressive behavior , 1971 .
[2] M. Leary,et al. Type I Error in Counseling Research: A Plea for Multivariate Analyses. , 1980 .
[3] J. Cacioppo,et al. Personal involvement as a determinant of argument based persuasion , 1981 .
[4] J. Cacioppo,et al. Central and Peripheral Routes to Advertising Effectiveness: The Moderating Role of Involvement , 1983 .
[5] Jennings Bryant,et al. Perspectives on Media Effects , 1986 .
[6] J. C. Andrews,et al. A Framework for Conceptualizing and Measuring the Involvement Construct in Advertising Research , 1990 .
[7] Janet Fulk,et al. Organizations and Communication Technology , 1990 .
[8] Clifford Nass,et al. On the Study of Technology and Task: A Variable-Based Approach , 1990 .
[9] P. Venables,et al. A major effect of recording site on measurement of electrodermal activity. , 1992, Psychophysiology.
[10] Jonathan Steuer,et al. Defining virtual reality: dimensions determining telepresence , 1992 .
[11] M. Bradley,et al. Looking at pictures: affective, facial, visceral, and behavioral reactions. , 1993, Psychophysiology.
[12] Sandra L. Calvert,et al. Impact of Virtual Reality on Young Adults' Physiological Arousal and Aggressive Thoughts: Interaction versus Observation. , 1994 .
[13] C. Anderson,et al. Hot Temperatures, Hostile Affect, Hostile Cognition, and Arousal: Tests of a General Model of Affective Aggression , 1995 .
[14] B. Bushman,et al. Moderating role of trait aggressiveness in the effects of violent media on aggression. , 1995, Journal of personality and social psychology.
[15] D. Scott,et al. The effect of video games on feelings of aggression. , 1995, The Journal of psychology.
[16] Brad J. Bushman,et al. Individual Differences in the Extent and Development of Aggressive Cognitive-Associative Networks , 1996 .
[17] Clifford Nass,et al. The media equation - how people treat computers, television, and new media like real people and places , 1996 .
[18] Matthew Lombard,et al. At the Heart of It All: The Concept of Presence , 2006 .
[19] Michael D. Slater,et al. Persuasion Processes Across Receiver Goals and Message Genres , 1997 .
[20] J. C. Dill,et al. VIDEO GAME VIOLENCE: A REVIEW OF THE EMPIRICAL LITERATURE , 1998 .
[21] M. Griffiths. Violent video games and aggression: A review of the literature , 1999 .
[22] Jo Groebel,et al. Media Violence and Children , 1998 .
[23] R. Simons,et al. Roll ‘em!: The effects of picture motion on emotional responses , 1998 .
[24] Brad J. Bushman,et al. Priming Effects of Media Violence on the Accessibility of Aggressive Constructs in Memory , 1998 .
[25] Michael J. Singer,et al. Measuring Presence in Virtual Environments: A Presence Questionnaire , 1998, Presence.
[26] G. Hutcheson. The Multivariate Social Scientist: Introductory Statistics Using Generalized Linear Models , 1999 .
[27] Byron Reeves,et al. The effects of screen size and message content on attention and arousal Media Psychology , 1999 .
[28] Hairong Li,et al. Cognitive Impact of Banner Ad Characteristics: An Experimental Study , 1999 .
[29] Craig A. Anderson,et al. From Antecedent Conditions to Violent Actions: A General Affective Aggression Model , 2000 .
[30] Karen E. Dill,et al. Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. , 2000, Journal of personality and social psychology.
[31] Benjamin H. Detenber,et al. The Emotional Significance of Color in Television Presentations , 2000 .
[32] M. Lombard,et al. Presence and Television: The Role of Screen Size. , 2000 .
[33] John L. Sherry. The effects of violent video games on aggression. , 2001 .
[34] 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.
[35] E. Thorson,et al. The Effects of Progressive Levels of Interactivity and Vividness in Web Marketing Sites , 2001 .
[36] John L. Sherry. The effects of violent video games on aggression a meta-analysis , 2001 .
[37] Keith S. Coulter,et al. Interpreting Consumer Perceptions of Advertising: An Application of the Zaltman Metaphor Elicitation Technique , 2001 .
[38] L. Bensley,et al. Video games and real-life aggression: review of the literature. , 2001, The Journal of adolescent health : official publication of the Society for Adolescent Medicine.
[39] Hairong Li,et al. Impact of 3-D Advertising on Product Knowledge, Brand Attitude, and Purchase Intention: The Mediating Role of Presence , 2002 .
[40] S. Sundar,et al. The World Wide Wait: Exploring Physiological and Behavioral Effects of Download Speed , 2002 .
[41] David R. Roskos-Ewoldsen,et al. Media Priming: A Synthesis , 2002 .
[42] J. Bryant,et al. Media effects : advances in theory and research , 2002 .
[43] Norbert Mundorf,et al. Social and psychological effects of information technologies and other interactive media , 2002 .
[44] Glenn G. Sparks,et al. Effects of media violence , 2002 .
[45] C. Anderson,et al. Violent Video Games and Hostile Expectations: A Test of the General Aggression Model , 2002 .
[46] Annie Lang,et al. Captured by the World Wide Web , 2002, Commun. Res..
[47] A. Magos,et al. If you’re no good at computer games, don’t operate endoscopically! , 2002 .
[48] SHYAM SUNDAR,et al. Explicating Web Site Interactivity , 2003, Commun. Res..
[49] William P. Eveland. A “Mix of Attributes” Approach to the Study of Media Effects and New Communication Technologies , 2003 .
[50] Craig A Anderson,et al. Exposure to violent media: the effects of songs with violent lyrics on aggressive thoughts and feelings. , 2003, Journal of personality and social psychology.
[51] C. Anderson,et al. Violent video games: The newest media violence hazard. , 2003 .
[52] James Paul Gee,et al. What video games have to teach us about learning and literacy , 2007, CIE.
[53] C. S. Green,et al. Action video game modifies visual selective attention , 2003, Nature.
[54] Sriram Kalyanaraman,et al. AROUSAL, MEMORY, AND IMPRESSION-FORMATION EFFECTS OF ANIMATION SPEED IN WEB ADVERTISING , 2004 .
[55] Kenneth A. Lachlan,et al. Liberating American Communications: Foreign Ownership Regulations from the Radio Act of 1912 to the Radio Act of 1927 , 2004 .
[56] C. Anderson,et al. Violent video game exposure and aggression A literature review , 2004 .
[57] C. Anderson. An update on the effects of playing violent video games. , 2004, Journal of adolescence.
[58] Samuel D. Bradley,et al. Death with a story: How story impacts emotional, motivational, and physiological responses to first-person shooter video games , 2004 .
[59] Cheryl Campanella Bracken,et al. Presence and Image Quality: The Case of High-Definition Television , 2005 .
[60] Dmitri Williams,et al. Internet Fantasy Violence: A Test of Aggression in an Online Game , 2005 .
[61] Dmitri Williams,et al. Virtual Cultivation: Online Worlds, Offline Perceptions , 2006 .
[62] S. Shyam Sundar,et al. The Psychological Appeal of Personalized Content in Web Portals: Does Customization Affect Attitudes and Behavior? , 2006 .