Investigation of the relationship between social isolation, self-esteem, aggression and computer game play in Japanese adolescents.
By J. Colwell, Makiko Kato. 2003
149 citations recorded by the source corpus.
Subfields: Education, Social Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/e40c9784e0c835afbfc5067e983de754736b70f0
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Education
- C. Ferguson
- Jochen Peter
- Patti M. Valkenburg
- Jeroen S. Lemmens
- Teena Willoughby
- Paul J. C. Adachi
- Cheryl K. Olson
- S. M. Rueda
In Social Psychology
- C. Ferguson
- Patti M. Valkenburg
- Jochen Peter
- S. M. Rueda
- Teena Willoughby
- Paul J. C. Adachi
- Debra Pepler
- Wendy Craig
In Sociology and Political Science
- C. Ferguson
- Patti M. Valkenburg
- Jochen Peter
- Jeroen S. Lemmens
- S. M. Rueda
- Cheryl K. Olson
- Teena Willoughby
- Paul J. C. Adachi
Citations in the corpus
- The Hitman Study Violent Video Game Exposure Effects on Aggressive Behavior, Hostile Feelings, and Depression (2010, unknown): “…leading to increased aggression (e.g., Anderson & Murphy, 2003; Bartholow & Anderson, 2002; Bartholow, Bushman, & Sestir, 2006) there are also a number of studies which do not support this link (e.g., Colwell & Kato, 2003; Ferguson, et al., 2008; Unsworth et al., 2007;Williams& Skoric, 2005).”
- Systematic review of sedentary behaviour and health indicators in school-aged children and youth (2011, unknown): “Colwell J [200] 2003 Japan 12-13 305 159 146 hour day SCREEN BC, PRO”
- The school shooting/violent video game link: causal relationship or moral panic? (2008, background): “…nding a relationship between violent video games and aggression (e.g. Anderson & Dill, 2000; Gentile et al., 2004), others fi nding no relationship (e.g. Ferguson et al., 2008a; Williams & Skoric, 2005), and still others fi nding that violent games may reduce aggression (e.g. Colwell & Kato, 2003).”
- The Role of Violent Video Game Content in Adolescent Development (2008, background): “Although most research on video games has emphasized harm, some surveys of adolescents have found links between interactive game play and social and emotional well-being (Colwell & Kato, 2003; Durkin & Barber, 2002).”
- Blazing Angels or Resident Evil? Can Violent Video Games be a Force for Good? (2010, background): “Cook, D. (2000). Testimony of the American Academy of Pediatrics on”
- Adolescents Online: The Importance of Internet Activity Choices to Salient Relationships (2008, background): “Research confirms that video game play can fulfill some of the needs that are otherwise met through friendships, such as companionship, and therefore reduce the need for socialization with friends to obtain companionship (e.g., Colwell and Kato 2003).”
- Evidence for publication bias in video game violence effects literature: A meta-analytic review (2007, background): “Many such findings (e.g., Colwell & Kato, 2003; Funk, Buchman, & Germann, 2000; Wiegman and van Schie, 1998) have effect sizes that are close to zero and for whom confidence intervals would likely cross the zero point.”
- Do Video Games Promote Positive Youth Development? (2013, background): “Colwell and Kato (2003) conducted a study with 12- and 13-year-old Japanese students and found that frequency of video game play was related to a factor called “prefer to friends,” which consisted of items measuring adolescent’s preference of playing video games over spending time with friends. Howe”
- Violent Video Games and Aggression (2008, background): “Many such findings (e.g., Colwell & Kato, 2003; Funk, Buchman, & Germann, 2000; Weigman & van Schie, 1998) have effect sizes less than Cohen’s (1992) recommendation of r ≥ .10 as the cutoff for a “small” effect size.”
- Psychosocial causes and consequences of pathological gaming (2011, background): “Research confirms that playing video games can fulfill some of the needs that are otherwise met through friendships, thereby reducing the need for real-life contacts with friends (Colwell & Kato, 2003).”