The Role of Violent Video Game Content in Adolescent Development
By Cheryl K. Olson, L. Kutner, Dorothy E. Warner. 2008
152 citations recorded by the source corpus.
Subfields: Education, Social Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/2729f1993cfc614a82405c3920d1b0243784b861
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Education
In Social Psychology
- C. Ferguson
- S. M. Rueda
- Teena Willoughby
- Paul J. C. Adachi
- Cheryl K. Olson
- Tobias Greitemeyer
- Dirk O. Mügge
- Pamela M. Kato
In Sociology and Political Science
- C. Ferguson
- S. M. Rueda
- Cheryl K. Olson
- Teena Willoughby
- Paul J. C. Adachi
- Tobias Greitemeyer
- Dirk O. Mügge
- Pamela M. Kato
Citations in the corpus
- Do Video Games Promote Positive Youth Development? (2013, background): “Olson et al. (2008) conducted a qualitative study to investigate why American adolescent boys (aged 12 to 14 years) play violent video games and if they perceive nonviolent games to be fun.”
- Children's Motivations for Video Game Play in the Context of Normal Development (2010, background): “Using games to work out anger also came up repeatedly in focus groups (Olson et al., 2008), for example, “Getting wrapped up in a violent game, it’s good.”
- The Hitman Study Violent Video Game Exposure Effects on Aggressive Behavior, Hostile Feelings, and Depression (2010, background): “As such violent video games may provide mood management for coping with stress and depression as some previous research has suggested (Colwell, 2007; Olson et al., 2008).”