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Items: 14

1.

Cool, callous and in control: superior inhibitory control in frequent players of video games with violent content.

Stockdale L, Morrison RG, Palumbo R, Garbarino J, Silton RL.

Soc Cogn Affect Neurosci. 2017 Dec 1;12(12):1869-1880. doi: 10.1093/scan/nsx115.

2.

I am right, you are wrong: how biased assimilation increases the perceived gap between believers and skeptics of violent video game effects.

Greitemeyer T.

PLoS One. 2014 Apr 10;9(4):e93440. doi: 10.1371/journal.pone.0093440. eCollection 2014.

4.

The Contribution of Game Genre and other Use Patterns to Problem Video Game Play among Adult Video Gamers.

Elliott L, Ream G, McGinsky E, Dunlap E.

Int J Ment Health Addict. 2012 Dec 1;10(6):948-969. Epub 2012 Aug 7.

5.

Role of video games in improving health-related outcomes: a systematic review.

Primack BA, Carroll MV, McNamara M, Klem ML, King B, Rich M, Chan CW, Nayak S.

Am J Prev Med. 2012 Jun;42(6):630-8. doi: 10.1016/j.amepre.2012.02.023. Review.

6.

Children, wired: for better and for worse.

Bavelier D, Green CS, Dye MW.

Neuron. 2010 Sep 9;67(5):692-701. doi: 10.1016/j.neuron.2010.08.035.

7.
8.

Media exposure and marijuana and alcohol use among adolescents.

Primack BA, Kraemer KL, Fine MJ, Dalton MA.

Subst Use Misuse. 2009;44(5):722-39. doi: 10.1080/10826080802490097.

9.

Adolescent smoking and volume of exposure to various forms of media.

Primack BA, Land SR, Fine MJ.

Public Health. 2008 Apr;122(4):379-89. doi: 10.1016/j.puhe.2007.07.022. Epub 2008 Feb 21.

10.

The impact of electronic media violence: scientific theory and research.

Huesmann LR.

J Adolesc Health. 2007 Dec;41(6 Suppl 1):S6-13. Review.

11.
12.

Kids and media: learning happens.

Thompson KM.

MedGenMed. 2005 Jun 10;7(2):47. No abstract available.

13.
14.

Violence in teen-rated video games.

Haninger K, Ryan MS, Thompson KM.

MedGenMed. 2004 Mar 11;6(1):1.

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