The emotional appeal of violent video games for adolescent males
By Jeroen Jansz. 2005
281 citations recorded by the source corpus.
Subfields: Literature and Literary Theory, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/fbd2efcad65f138fd78c800ff09bf9eace51b961
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Literature and Literary Theory
- Tilo Hartmann
- Peter Vorderer
- E. Tan
- Cheryl K. Olson
- Christoph Klimmt
- Dorothée Hefner
- Thomas Hainey
- T. Connolly
In Sociology and Political Science
- Peter Vorderer
- Cheryl K. Olson
- Kevin Durkin
- Thomas Hainey
- T. Connolly
- Elizabeth A. Boyle
- Christoph Klimmt
- Tilo Hartmann
Citations in the corpus
- Children's Motivations for Video Game Play in the Context of Normal Development (2010, background): “Teens who use games to experiment with different identities may be drawn to violent games to, for example, act out an extreme version of powerful masculinity safe from the judgment of parents or society, and to see how it feels (Jansz, 2005).”
- Videogames and Young People with Developmental Disorders (2010, background): “Vorderer, Bryant, Pieper, & Weber, 2006), and typically developing (TD) young people use them for enjoyment purposes, mood regulation, and to escape everyday stressors (Durkin & Aisbett, 1999; Kubey & Larson, 1990; Jansz, 2005; Raney et al., 2006; Sherry, Lucas, Greenberg, & Lachlan, 2006; von Salis”
- Sexism in online video games: The role of conformity to masculine norms and social dominance orientation (2014, background): “Jansz (2005) proposed that adolescent and young adult males often use game spaces to explore their masculinity and identity.”
- How players manage moral concerns to make video game violence enjoyable (2006, background): “(Kirsh, 2003; Jansz, 2005; Kuhrcke et al., 2006).”
- The Lara Phenomenon: Powerful Female Characters in Video Games (2007, background): “The opportunities for playfully probing identities are unique (Durkin, 2006; Jansz, 2005).”
- Identification With Video Game Characters as Automatic Shift of Self-Perceptions (2010, background): “For instance, male adolescents may perceive a self-discrepancy on the dimension of assertiveness ( Jansz, 2005).”
- The role of psychology in understanding the impact of computer games (2011, methodology): “Jansz [8] used psychological theories of mediated emotion such as Oatley’s [9] sim-”
- It’s okay to shoot a character: Moral disengagement in violent video games (2010, background): “Male adolescents are especially prone to play violent video games (Hartmann & Klimmt, 2006; Jansz, 2005).”
- Entertainment is Emotion: The Functional Architecture of the Entertainment Experience (2008, background): “Adaptive effects of experiencing these emotions in playing violent video games by adolescent men, namely organizing their identity, have recently been discussed by Jansz (2005) .”
- The Role of Violent Video Game Content in Adolescent Development (2008, background): “Violent games are also a safe place to experiment with emotions and roles that may be unacceptable in daily life (Jansz, 2005).”