The Effects of Violent Video Game Habits on Adolescent Aggressive Attitudes and Behaviors.
By P. Lynch, D. A. Gentile, A. Olson, Tara M. van Brederode. 2001
112 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/376d5d6254b7b1548f6db4debc17acadc933191c
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
- Fiordalisa Melodia
- Natale Canale
- J. Gentile
- Mark D. Griffiths
- Daria J. Kuss
- Halley M. Pontes
- Kağan Kırcaburun
- Laura Widyanto
Citations in the corpus
- Violent Video Games as Exemplary Teachers: A Conceptual Analysis (2008, background): “…additional risk factors are observed for aggressive behavior and desensitization to violence (again in parallel with the data on viewing violent television; e.g., Anderson and Dill 2000; Anderson et al. 2003, 2007; Bartholow et al. 2006; Carnagey et al. 2007; Gentile 2003; Gentile et al. 2004).”
- The Role of Avoidance Coping and Escape Motives in Problematic Online Gaming: A Systematic Literature Review (2020, background): “A lot of research has concentrated on the more negative aspects of gaming such as psychosocial problems (Kuss and Griffiths 2012), aggressive/oppositional behavior and hostility (Griffiths 1999), psychiatric distress (Pontes 2017), dysfunctional coping, poor school performance (Gentile et al. 2004),”