The interaction of contextual realism and fantasy tendency on aggressive behavior following violent video game play: An indirect test of violent content effects
暂无分享,去创建一个
[1] James J. Lindsay,et al. Research in the Psychological Laboratory , 1999 .
[2] Rory McGloin,et al. Triple Whammy! Violent Games and Violent Controllers: Investigating the Use of Realistic Gun Controllers on Perceptions of Realism, Immersion, and Outcome Aggression , 2015 .
[3] Jose J. Valadez,et al. Just a game after all: Violent video game exposure and time spent playing effects on hostile feelings, depression, and visuospatial cognition , 2012, Comput. Hum. Behav..
[4] 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.
[5] Marina Krcmar,et al. Uses and Gratifications of Media Violence: Personality Correlates of Viewing and Liking Violent Genres , 2005 .
[6] John L. Sherry,et al. Narrative and interactivity in computer games , 2006 .
[7] C. Anderson. An update on the effects of playing violent video games. , 2004, Journal of adolescence.
[8] T. Greitemeyer,et al. Video Games Do Affect Social Outcomes , 2014, Personality & social psychology bulletin.
[9] S. Dehaene,et al. Unconscious Masked Priming Depends on Temporal Attention , 2002, Psychological science.
[10] John L. Sherry. The effects of violent video games on aggression. , 2001 .
[11] S. Chermack,et al. Alcohol and human physical aggression: pharmacological versus expectancy effects. , 1995, Journal of studies on alcohol.
[12] Christopher L. Groves,et al. Video Games Do Indeed Influence Children and Adolescents’ Aggression, Prosocial Behavior, and Academic Performance , 2015, Perspectives on psychological science : a journal of the Association for Psychological Science.
[13] D. Gentile. What Is a Good Skeptic to Do? The Case for Skepticism in the Media Violence Discussion , 2015, Perspectives on psychological science : a journal of the Association for Psychological Science.
[14] 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.
[15] C. Anderson,et al. Violent Video Games and Hostile Expectations: A Test of the General Aggression Model , 2002 .
[16] Jeanne H. Brockmyer,et al. The Development of the Game Engagement Questionnaire: A Measure of Engagement in Video Game Playing: Response to Reviews , 2009, Interacting with computers.
[17] Pablo Gómez,et al. Drawing attention to primes increases inhibitory word priming effects. , 2012 .
[18] P. Valkenburg. The Limited Informativeness of Meta-Analyses of Media Effects , 2015, Perspectives on psychological science : a journal of the Association for Psychological Science.
[19] Jeffrey N. Rouder,et al. Effects of Violent-Video-Game Exposure on Aggressive Behavior, Aggressive-Thought Accessibility, and Aggressive Affect Among Adults With and Without Autism Spectrum Disorder , 2015, Psychological science.
[20] 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.
[21] C. Anderson,et al. External Validity of “Trivial” Experiments: The Case of Laboratory Aggression , 1997 .
[22] Christoph Klimmt,et al. A Process Model of the Formation of Spatial Presence Experiences , 2007 .
[23] Marina Krcmar,et al. The effects of video game realism on attention, retention and aggressive outcomes , 2011, Comput. Hum. Behav..
[24] B. Bushman,et al. Reassessing media violence effects using a risk and resilience approach to understanding aggression , 2012 .
[25] B. Bushman,et al. I wish I were a warrior: the role of wishful identification in the effects of violent video games on aggression in adolescent boys. , 2007, Developmental psychology.
[26] Eric N. Wiebe,et al. Measuring engagement in video game-based environments: Investigation of the User Engagement Scale , 2014, Comput. Hum. Behav..
[27] Bradford H. Challis,et al. Level of processing affects priming in word fragment completion. , 1992 .
[28] Ethan Kross,et al. Personality Processes and Individual Differences from a Distance: Implications of Spontaneous Self-distancing for Adaptive Self-reflection Although These Findings Provide Initial Evidence Suggesting That Analyzing Negative Experiences from a Self-distanced Perspective for Their Help in Data Collecti , 2022 .
[29] S. Chermack,et al. Construct validity of laboratory aggression paradigms: A response to tedeschi and quigley (1996) , 1998 .
[30] Andrew K. Przybylski,et al. Competence-impeding electronic games and players' aggressive feelings, thoughts, and behaviors. , 2014, Journal of personality and social psychology.
[31] C. Anderson,et al. Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: a meta-analytic review. , 2010, Psychological bulletin.
[32] C. Anderson,et al. Long-Term Relations Among Prosocial-Media Use, Empathy, and Prosocial Behavior , 2014, Psychological science.
[33] B. Bushman,et al. Methodological and Reporting Errors in Meta-Analytic Reviews Make Other Meta-Analysts Angry , 2015, Perspectives on psychological science : a journal of the Association for Psychological Science.
[34] Namkee Park,et al. Parasocial Interaction with My Avatar: Effects of Interdependent Self-Construal and the Mediating Role of Self-Presence in an Avatar-Based Console Game, Wii , 2009, Cyberpsychology Behav. Soc. Netw..
[35] C. Anderson,et al. The Effects of Reward and Punishment in Violent Video Games on Aggressive Affect, Cognition, and Behavior , 2005, Psychological science.
[36] Christopher L. Groves,et al. What is Known About Video Game and Internet Addiction After DSM‐5 , 2015 .
[37] John J. Bosley,et al. Gauging Engagement in Video Games: Does Game Violence Relate to Player Behavior? Report on a Study , 2013, Interact. Comput..
[38] Allan Collins,et al. A spreading-activation theory of semantic processing , 1975 .
[39] Mindy E. Flanagan,et al. Violent video games: Specific effects of violent content on aggressive thoughts and behavior , 2004 .
[40] P. Giancola,et al. Further evidence for the validity of the Taylor Aggression Paradigm. , 2008, Aggressive behavior.
[41] Christopher P. Barlett,et al. Effects of realism on extended violent and nonviolent video game play on aggressive thoughts, feelings, and physiological arousal. , 2009, Aggressive behavior.
[42] Tobias Greitemeyer,et al. Intense acts of violence during video game play make daily life aggression appear innocuous: A new mechanism why violent video games increase aggression. , 2014 .
[43] R. Gustafson. Alcohol and Aggression: Pharmacological versus Expectancy Effects , 1985, Psychological reports.
[44] Craig A. Anderson,et al. Interactive effects of life experience and situational cues on aggression: The weapons priming effect in hunters and nonhunters , 2005 .
[45] Tobias Greitemeyer,et al. Effects of prosocial video games on prosocial behavior. , 2010, Journal of personality and social psychology.
[46] 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.
[47] André Melzer,et al. Superman vs. BAD Man? The Effects of Empathy and Game Character in Violent Video Games , 2013, Cyberpsychology Behav. Soc. Netw..
[48] Peter Fischer,et al. Media violence and the self: The impact of personalized gaming characters in aggressive video games on aggressive behavior , 2010 .