College students' video game participation and perceptions: Gender differences and implications
Author/s:
Drake, R.; Ogletree, S. M.
Citation:
Ogletree, S. M., & Drake, R. (2007). College students' video game participation and perceptions: Gender differences and implications. Sex Roles, 56(7-8), 537-542.
Continue Reading College students' video game participation and perceptions: Gender differences and implicationsCommunication, coordination, and camaraderie in World of Warcraft
Author/s:
Chen, M. G.
Citation:
Chen, M. G. (2009). Communication, coordination, and camaraderie in World of Warcraft. Games and Culture, 4(1), 47-73.
Keywords:
communications; coordination; mmog; online; social gamingHealth Topic:
Behavior and Personality; Social Issues and SkillsTarget Population:
General AudiencePublication Type:
Journal Article Continue Reading Communication, coordination, and camaraderie in World of WarcraftCompetitive aggression without interaction - effects of competitive versus cooperative instructions on aggressive-behavior in video games
Author/s:
Anderson, C. A. ; Morrow, M.
Citation:
Anderson, C. A., & Morrow, M. (1995). Competitive aggression without interaction - effects of competitive versus cooperative instructions on aggressive-behavior in video games. Personality and Social Psychology Bulletin, 21(10), 1020-1030.
Continue Reading Competitive aggression without interaction - effects of competitive versus cooperative instructions on aggressive-behavior in video gamesComputer game makers issue motion sickness warning
Author/s:
Gamezone
Citation:
Gamezone (2005). Computer game makers issue motion sickness warning. Retrieved from http://www.gamezone.com/news/trackmania_sunrise_issues_motion_sickness_warning.
Keywords:
motion sickness; vertigoHealth Topic:
Brain; Nervous SystemTarget Population:
General AudiencePublication Type:
Popular Press Continue Reading Computer game makers issue motion sickness warningComputer game playing in early adolescence
Author/s:
Griffiths, M. D.
Citation:
Griffiths, M. D. (1997). Computer game playing in early adolescence. Youth & Society, 29(2), 223-237.
Keywords:
adolescents; children; gender; tweensHealth Topic:
Behavior and PersonalityTarget Population:
Children; Pre-TeensPublication Type:
Journal Article Continue Reading Computer game playing in early adolescenceComputer games: A double-edged sword?
Author/s:
Bao, M. ; Chen, X. C. ; Ma, N. ; Sun, D. L. ; Zhang, D. R.
Citation:
Sun, D. L., Ma, N., Bao, M., Chen, X. C., & Zhang, D. R. (2008). Computer games: A double-edged sword?Cyberpsychology and Behavior, 11(5), 545-548.
Continue Reading Computer games: A double-edged sword?Correlates and consequences of exposure to video game violence: Hostile personality, empathy, and aggressive behavior
Author/s:
Bartholow, B. D. ; Davis, E. B.; Sestir, M. A.
Citation:
Bartholow, B. D., Sestir, M. A., & Davis, E. B. (2005). Correlates and consequences of exposure to video game violence: Hostile personality, empathy, and aggressive behavior. Personality and Social Psychology Bulletin, 31(11), 1573-1586.
Continue Reading Correlates and consequences of exposure to video game violence: Hostile personality, empathy, and aggressive behaviorCracking the walnut: Using a computer game to impact cognition, emotion, and behavior of highly aggressive fifth grade students
Author/s:
Hobbs, L. J. ; Yan, Z.
Citation:
Hobbs, L. J., & Yan, Z. (2008). Cracking the walnut: Using a computer game to impact cognition, emotion, and behavior of highly aggressive fifth grade students. Computers in Human Behavior, 24(2), 421-438.
Continue Reading Cracking the walnut: Using a computer game to impact cognition, emotion, and behavior of highly aggressive fifth grade students