Search Results

There are 21952 results for: content related to: What Do We Really Know About First-Person-Shooter Games? An Event-Related, High-Resolution Content Analysis

  1. The Effect of Violent Videogame Playtime on Anger

    Australian Psychologist

    Volume 47, Issue 2, June 2012, Pages: 98–107, Grant James Devilly, Patch Callahan and Grenville Armitage

    Version of Record online : 13 APR 2011, DOI: 10.1111/j.1742-9544.2010.00008.x

  2. You have free access to this content
    Why We Distort in Self-Report: Predictors of Self-Report Errors in Video Game Play

    Journal of Computer-Mediated Communication

    Volume 19, Issue 4, July 2014, Pages: 1010–1023, Adam S. Kahn, Rabindra Ratan and Dmitri Williams

    Version of Record online : 16 JAN 2014, DOI: 10.1111/jcc4.12056

  3. You have free access to this content
    It's Okay to Shoot a Character: Moral Disengagement in Violent Video Games

    Journal of Communication

    Volume 60, Issue 1, March 2010, Pages: 94–119, Tilo Hartmann and Peter Vorderer

    Version of Record online : 25 FEB 2010, DOI: 10.1111/j.1460-2466.2009.01459.x

  4. Exploring the Relationship between Video Game Ratings Implementation and Changes in Game Content as Represented by Game Magazines

    Politics & Policy

    Volume 38, Issue 4, August 2010, Pages: 705–735, MONICA K. MILLER

    Version of Record online : 25 AUG 2010, DOI: 10.1111/j.1747-1346.2010.00255.x

  5. Dangerous Liaisons

    The Handbook of Media and Mass Communication Theory

    Ran Wei, Brett A. Borton, Pages: 552–571, 2014

    Published Online : 28 MAR 2014, DOI: 10.1002/9781118591178.ch30

  6. Home Media and Children’s Achievement and Behavior

    Child Development

    Volume 81, Issue 5, September/October 2010, Pages: 1598–1619, Sandra L. Hofferth

    Version of Record online : 14 SEP 2010, DOI: 10.1111/j.1467-8624.2010.01494.x

  7. ARE SUNK COSTS IRRELEVANT? EVIDENCE FROM PLAYING TIME IN THE NATIONAL BASKETBALL ASSOCIATION

    Economic Inquiry

    Volume 53, Issue 2, April 2015, Pages: 1305–1316, Daniel M. Leeds, Michael A. Leeds and Akira Motomura

    Version of Record online : 5 JAN 2015, DOI: 10.1111/ecin.12190

  8. Longer you play, the more hostile you feel: examination of first person shooter video games and aggression during video game play

    Aggressive Behavior

    Volume 33, Issue 6, November/December 2007, Pages: 486–497, Christopher P. Barlett, Richard J. Harris and Ross Baldassaro

    Version of Record online : 10 AUG 2007, DOI: 10.1002/ab.20227

  9. III. Children Tested on Four-Step Event Sequences

    Monographs of the Society for Research in Child Development

    Volume 65, Issue 4, August 2000, Pages: 41–82, Patricia J. Bauer, Jennifer Wenner, Patricia L. Dropik and Sandi S. Wewerka

    Version of Record online : 28 JAN 2003, DOI: 10.1111/1540-5834.00106

  10. The Multiple Dimensions of Video Game Effects

    Child Development Perspectives

    Volume 5, Issue 2, June 2011, Pages: 75–81, Douglas A. Gentile

    Version of Record online : 10 MAY 2011, DOI: 10.1111/j.1750-8606.2011.00159.x

  11. Contextual Features of Violent Video Games, Mental Models, and Aggression

    Journal of Communication

    Volume 56, Issue 2, June 2006, Pages: 387–405, Kirstie M. Farrar, Marina Krcmar and Kristine L. Nowak

    Version of Record online : 26 APR 2006, DOI: 10.1111/j.1460-2466.2006.00025.x

  12. Developmental Links Between Gaming and Depressive Symptoms

    Journal of Research on Adolescence

    Jakub Mikuška and Alexander T. Vazsonyi

    Version of Record online : 15 NOV 2017, DOI: 10.1111/jora.12359

  13. The evolution of social ties online: A longitudinal study in a massively multiplayer online game

    Journal of the Association for Information Science and Technology

    Volume 65, Issue 10, October 2014, Pages: 2127–2137, Cuihua Shen, Peter Monge and Dmitri Williams

    Version of Record online : 4 APR 2014, DOI: 10.1002/asi.23129

  14. Violent video game players and non-players differ on facial emotion recognition

    Aggressive Behavior

    Volume 42, Issue 1, January/February 2016, Pages: 16–28, Ruth L. Diaz, Ulric Wong, David C. Hodgins, Carina G. Chiu and Vina M. Goghari

    Version of Record online : 24 AUG 2015, DOI: 10.1002/ab.21602

  15. The Maximum Throughput on a Golf Course

    Production and Operations Management

    Volume 24, Issue 5, May 2015, Pages: 685–703, Ward Whitt

    Version of Record online : 19 NOV 2014, DOI: 10.1111/poms.12289

  16. You have free access to this content
    Exposure to violent video games and aggression in German adolescents: a longitudinal analysis

    Aggressive Behavior

    Volume 35, Issue 1, January/February 2009, Pages: 75–89, Ingrid Möller and Barbara Krahé

    Version of Record online : 17 NOV 2008, DOI: 10.1002/ab.20290

  17. Video games: support for the evolving family therapist

    Journal of Family Therapy

    Volume 36, Issue 4, November 2014, Pages: 359–370, Nickolas A. Jordan

    Version of Record online : 7 JUN 2012, DOI: 10.1111/j.1467-6427.2012.00593.x

  18. Violent Video Games and Violent Crime

    Southern Economic Journal

    Volume 82, Issue 4, April 2016, Pages: 1247–1265, Scott Cunningham, Benjamin Engelstätter and Michael R. Ward

    Version of Record online : 25 FEB 2016, DOI: 10.1002/soej.12139

  19. Know Thy Player: An Integrated Model of Player Experience for Digital Games Research

    Handbook of Digital Games

    Malte Elson, Johannes Breuer, Thorsten Quandt, Pages: 362–387, 2014

    Published Online : 7 MAR 2014, DOI: 10.1002/9781118796443.ch13

  20. Theorizing Flow and Media Enjoyment as Cognitive Synchronization of Attentional and Reward Networks

    Communication Theory

    Volume 19, Issue 4, November 2009, Pages: 397–422, René Weber, Ron Tamborini, Amber Westcott-Baker and Benjamin Kantor

    Version of Record online : 9 OCT 2009, DOI: 10.1111/j.1468-2885.2009.01352.x