Personality and video gaming: Comparing regular gamers, non-gamers, and gaming addicts and differentiating between game genres

B Braun, JM Stopfer, KW Müller, ME Beutel… - Computers in Human …, 2016 - Elsevier
This study deals with personality characteristics of gaming addicts, regular gamers, and non-
gamers while differentiating between the gamers' favorite game genres. In order to point out …

Reexamining the findings of the American Psychological Association's 2015 task force on violent media: A meta-analysis

CJ Ferguson, A Copenhaver… - Perspectives on …, 2020 - journals.sagepub.com
In 2015, the American Psychological Association (APA) released a task-force technical
report on video-game violence with a concurrent resolution statement linking violent games …

Fear in virtual reality (VR): Fear elements, co** reactions, immediate and next-day fright responses toward a survival horror zombie virtual reality game

JHT Lin - Computers in Human Behavior, 2017 - Elsevier
This study explores players' fright reactions and co** strategies in an immersive virtual
reality (VR) horror game. Based on Slater's theory of virtual reality, two dimensions of fear …

The impact of online social networking on adolescent psychological well-being (WB): a population-level analysis of Korean school-aged children

HH Kim - International Journal of Adolescence and Youth, 2017 - Taylor & Francis
This study examines the extent to which online media activities are associated with
psychological well-being of adolescents. Data come from the Korean Youth Panel Survey …

Effects of violent and nonviolent sexualized media on aggression‐related thoughts, feelings, attitudes, and behaviors: A meta‐analytic review

J Burnay, S Kepes, BJ Bushman - Aggressive behavior, 2022 - Wiley Online Library
Women are often depicted as sex objects rather than as human beings in the media (eg,
magazines, television programs, films, and video games). Theoretically, media depictions of …

Factors affecting clothing purchase intention in mobile short video app: Mediation of perceived value and immersion experience

T Hewei - Plos one, 2022 - journals.plos.org
Based on the stimulus-organism-response (SOR) framework, this research introduces
perceived value and immersive experience, and builds a model of media interaction …

The beauty and the beast of social media: an interpretative phenomenological analysis of the impact of adolescents' social media experiences on their mental health …

B Keles, A Grealish, M Leamy - Current Psychology, 2024 - Springer
Despite extensive research, the mental health implication of social media in adolescents is
not yet understood due to mixed and inconsistent findings and more in-depth qualitative …

Exposure to cyberbullying as a bystander: An investigation of desensitization effects among early adolescents

S Pabian, H Vandebosch, K Poels… - Computers in Human …, 2016 - Elsevier
The purpose of the present study was to examine whether (repeated) exposure to
cyberbullying as a bystander has an impact on early adolescents' moral evaluations in terms …

The Effect of Esports Content Attributes on Viewing Flow and Well-Being: A Focus on the Moderating Effect of Esports Involvement

C Yin, Y Huang, D Kim, K Kim - Sustainability, 2023 - mdpi.com
Despite being recognized as a global entertainment phenomenon, the nature of esports has
been a subject of ongoing debate due to its content attributes and the controversial impact it …

Identification matters: A moderated mediation model of media interactivity, character identification, and video game violence on aggression

JH Lin - Journal of Communication, 2013 - academic.oup.com
This study examined the effects of interactivity in violent video games on aggression and
tested identification as the moderated mediating mechanism. A total of 169 male …