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Biblio
Found 23 results
Author
Keyword
Title
Type
Year
2010
Bluemke, M.
,
M. Friedrich
, &
J. Zumbach
(2010).
The Influence of Violent and Nonviolent Computer Games on Implicit Measures of Aggressiveness
.
Aggressive Behavior. 36,
1-13.
Abstract
2009
Mitrofan, O.
,
M. Paul
, &
N. Spencer
(2009).
Is aggression in children with behavioural and emotional difficulties associated with television viewing and video game playing? A systematic review
.
Child Care Health and Development. 35,
5-15.
Abstract
Pena, J.
,
J. T. Hancock
, &
N. A. Merola
(2009).
The Priming Effects of Avatars in Virtual Settings
.
Communication Research. 36,
838-856.
Abstract
2008
Nacke, Lennart
, &
Craig A. Lindley
(2008).
Boredom, Immersion, Flow - A pilot study investigating player experience
.
(
ten Thij E.
, Ed.).
IADIS International Conference Gaming 2008: Design for engaging experience and social interaction.
103-107.
Abstract
Ferguson, C. J.
,
S. M. Rueda
,
A. M. Cruz
,
D. E. Ferguson
,
S. Fritz
, &
S. M. Smith
(2008).
Violent video games and aggression: Causal relationship or byproduct of family violence and intrinsic violence motivation?
.
Criminal Justice and Behavior. 35,
311-332.
Abstract
2007
Amory, A.
(2007).
Game object model version II: A theoretical framework for educational game development
.
Educational Technology Research and Development. 55
(1), 51-77.
Abstract
Carnagey, N. L.
,
C. A. Anderson
, &
B. D. Bartholow
(2007).
Media violence and social neuroscience: New questions and new opportunities
.
Current Directions in Psychological Science. 16,
178-182.
Abstract
Grigoryan, V. G.
,
L. S. Stepanyan
,
Yu A. Stepanyan
, &
A. R. Agababyan
(2007).
Changes in the P300 amplitude under the influence of "aggressive" computer game in adolescents with different levels of initial aggression and conflicting behavior
.
Zhurnal Vysshei Nervnoi Deyatelnosti Imeni I.P. Pavlova. 57,
419-425.
Abstract
2006
Goodman, D.
,
N. L. Bradley
,
B. Paras
,
I. J. Williamson
, &
J. Bizzochi
(2006).
Video gaming promotes concussion knowledge acquisition in youth hockey players
.
Journal of Adolescence. 29,
351-360.
Abstract
Kirsh, S. J.
,
J. R. W. Mounts
, &
P. V. Czak
(2006).
Violent media consumption and the recognition of dynamic facial expressions
.
Journal of Interpersonal Violence. 21,
571-584.
Abstract
Yee, N.
(2006).
The demographics, motivations, and derived experiences of users of massively multi-user online graphical environments
.
Presence-Teleoperators and Virtual Environments. 15,
309-329.
Abstract
Cherney, I. D.
, &
K. London
(2006).
Gender-linked differences in the toys, television shows, computer games, and outdoor activities of 5-to 13-year-old children
.
Sex Roles. 54,
717-726.
Abstract
2005
Gelfond, H. S.
, &
D. E. Salonius-Pasternak
(2005).
The play's the thing: A clinical-developmental perspective on video games
.
Child and Adolescent Psychiatric Clinics of North America. 14,
491-+.
Abstract
Kronenberger, W. G.
,
V. P. Mathews
,
D. W. Dunn
,
Y. Wang
,
E. A. Wood
,
J. J. Larsen
, et al.
(2005).
Media violence exposure in aggressive and control adolescents: Differences in self- and parent-reported exposure to violence on television and in video games
.
Aggressive Behavior. 31,
201-216.
Abstract
2004
Anderson, C. A.
(2004).
An update on the effects of playing violent video games
.
Journal of Adolescence. 27,
113-122.
Abstract
Olson, C. K.
(2004).
Media violence research and youth violence data: Why do they conflict?
.
Academic Psychiatry. 28,
144-150.
Abstract
Slater, M. D.
,
K. L. Henry
,
R. C. Swaim
, &
J. M. Cardador
(2004).
Vulnerable teens, vulnerable times: How sensation seeking, alienation, and victimization moderate the violent media content-aggressiveness relation
.
Communication Research. 31,
642-668.
Abstract
Van Mierlo, J.
, &
J. Van den Bulck
(2004).
Benchmarking the cultivation approach to video game effects: a comparison of the correlates of TV viewing and game play
.
Journal of Adolescence. 27,
97-111.
Abstract
2003
Antonietti, A.
, &
R. Mellone
(2003).
The difference between playing games with and without the computer: A preliminary view
.
Journal of Psychology. 137,
133-144.
Abstract
2002
Newman, J.
(2002).
In search of the videogame player - The lives of Mario
.
New Media & Society. 4,
405-422.
Abstract
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