A Theoretical Model of the Effects and Consequences of Playing Video Games.
By Katherine E. Buckley, Craig A. Anderson. 2006
337 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/b0461254c9d8b5564cc22d0e7c01a67b06e4c846
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
- D. A. Gentile
- Craig A. Anderson
- Christopher P. Barlett
- Brad J. Bushman
- Tobias Greitemeyer
- C. Ferguson
- Muniba Saleem
- A. K. Liau
Citations in the corpus
- The Gamification of Advertising: Analysis and Research Directions of In-Game Advertising, Advergames, and Advertising in Social Network Games (2013, background): “In addition, because many advergames offer rewards for completing the desired activity, game play is reinforced as well as the learned behavior (Buckley and Anderson 2006).”
- Effects of Prosocial Media on Social Behavior (2011, background): “The GLM (and its predecessor, the general aggression model) is a model of social behavior that has been applied to account for when and why media exposure elicits behavioral responses (Buckley & Anderson, 2006; Gentile et al., 2009).”
- Cross-Cultural Differences in Cyberbullying Behavior (2014, background): “…and Gentile (2012) made specific predictions regarding the predictors of cyberbullying derived from several social-cognitive models of learning and aggression (the General Learning Model: Buckley & Anderson, 2006; Gentile et al., 2009; and General Aggression Model: Anderson & Bushman, 2002).”
- Prosocial video games reduce aggressive cognitions (2009, background): “To account not only for the effects of antisocial but also prosocial video games, Buckley and Anderson (2006) expanded the GAM into a General Learning Model (GLM).”
- Video Games Do Affect Social Outcomes (2014, background): “For instance, according to the General Learning Model (GLM; Buckley & Anderson, 2006; for a current overview, see Gentile, Groves, & Gentile, 2013), the effects of video game play on social outcomes are assumed to depend to a large extent on the content of the game being played.”
- Does Playing Violent Video Games Induce Aggression? Empirical Evidence of a Functional Magnetic Resonance Imaging Study (2006, background): “Video games especially are assumed to provide all the necessary tools for an optimized learning environment (Buckley & Anderson, 2006).”
- Effects of songs with prosocial lyrics on prosocial thoughts, affect, and behavior. (2009, unknown): “Nevertheless, based on the present results, it appears that the aim of GLM to bring the effects of media exposure on pro-and antisocial tendencies together within a common theoretical framework is not only a valuable endeavor, but is also supported by empirical evidence.”
- The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence from Correlational, Longitudinal, and Experimental Studies (2009, background): “Thus, the simple good–bad dichotomy frequently posed by the general public (“Are video games bad for children?”) is inappropriate.”