Biblio
Filters: Keyword is Personality [Clear All Filters]
"Development and Validation of a Game Addiction Scale for Adolescents." Media Psychology 12 (2009): 77-95. Abstract
"An Online Survey System on Computer Game Enjoyment and Personality." Human-Computer Interaction, Pt IV 5613 (2009): 304-314781. Abstract
"Sensation Seeking, Self Forgetfulness, and Computer Game Enjoyment." Human Interface and the Management of Information: Information and Interaction, Pt Ii 5618 (2009): 632-641877. Abstract
Boredom, Immersion, Flow - A pilot study investigating player experience In IADIS International Conference Gaming 2008: Design for engaging experience and social interaction, Edited by Eleonore ten Thij. Proceedings of IADIS International Conference Gaming 2008: Design for engaging experience and social interaction. Amsterdam, The Netherlands: IADIS Press, 2008. Abstract
"Violent video games and aggression: Causal relationship or byproduct of family violence and intrinsic violence motivation?" Criminal Justice and Behavior 35 (2008): 311-332. Abstract
"Talking the talk: Collaborative remembering and self-perceived expertise." Discourse Processes 43 (2007): 55-77. Abstract
Agents with personality for videogames In Articulated Motion and Deformable Objects, Proceedings. Vol. 4069. Lecture Notes in Computer Science 4069. Berlin: Springer-Verlag Berlin, 2006. Abstract
"Toward brain correlates of natural behavior: fMRI during violent video games." Human Brain Mapping 27 (2006): 948-956. Abstract
"Violent computer games and their effects on state hostility and physiological arousal." Aggressive Behavior 32 (2006): 146-158. Abstract
"Psychological predictors of problem mobile phone use." Cyberpsychology & Behavior 8 (2005): 39-51. Abstract
"Violent video games: Specific effects of violent content on aggressive thoughts and behavior." Advances in Experimental Social Psychology, Vol. 36 36 (2004): 199-249.
"Alienation, aggression, and sensation seeking as predictors of adolescent use of violent film, computer, and website content." Journal of Communication 53 (2003): 105-121. Abstract
"Breaking the stereotype: The case of online gaming." Cyberpsychology & Behavior 6, no. 1 (2003): 81-91. Abstract
"Immediate and prolonged effects of videogame violence." Journal of Applied Social Psychology 33 (2003): 1553-1563. Abstract
"Violent media content and aggressiveness in adolescents - A downward spiral model." Communication Research 30 (2003): 713-736. Abstract
"Measuring problem video game playing in adolescents." Addiction 97 (2002): 1601-1606. Abstract
"Video game playing and its relations with aggressive and prosocial behaviour." British Journal of Social Psychology 37 (1998): 367-378. Abstract
"Children and videogames: Leisure activities, aggression, social integration, and school performance." Journal of Applied Social Psychology 27, no. 13 (1997): 1175-1194. Abstract
"Late adolescents' experiences with and attitudes toward videogames." Journal of Applied Social Psychology 27 (1997): 1316-1334. Abstract
"Videogames, Aggression, and Self-Esteem - A Survey." Social Behavior and Personality 20 (1992): 39-45. Abstract
Digiplay Bibliography Updates
- Political Internet games: Engaging an audience
- 'It's in the Game' and Above the Game: An Analysis of the Users of Sports Videogames
- Theoretical Consoles: Concepts for Gadget Analysis
- Avatar motion control by natural body movement via camera
- Adoption of Mobile Games as Entertainment Technology : A Test of Extended Technology Acceptance Model


