The effect of violent electronic games on levels of depression, anger and aggression in late adolescence


Published: Feb 4, 2024
Keywords:
Violent electronic games Depression Anger Aggression Late adolescence
Vasileios Kakouris
https://orcid.org/0000-0002-3203-2985
Spyridon Kamtsios
https://orcid.org/0000-0001-9802-6740
Abstract

The present study examined the effect of violent electronic games on depression, anger and aggression in late adolescence, using a quasi-experimental design. The sample consisted of 100 teenagers, who participated in the experimental group or the control group, based on previous engagement with the violent electronic game PUBG MOBILE. Measurements were made in two phases (before and after playing games) using the following research instruments: (a) a demographics questionnaire, (b) Beck Depression Inventory - II (Beck et al., 1996), (c) State Anger Scale (Spielberger, 1988) and (d) Buss- Perry Aggression Questionnaire-Short Form (Bryant & Smith, 2001˙ Buss & Perry, 1992). The experimental group played the aforementioned mobile game for 15 minutes, while at the same time the control group played the non-violent game FIFA Football. The results of the study showed a statistically significant increase in anger, verbal and physical aggression in the experimental group, immediately after engaging in the violent electronic game, while no statistically significant difference was observed, between Time 1 and Time 2 measurement, in the aforementioned variables in the control group. Depression remained the same in both groups before and after gaming. In addition, hours spent playing video games, the importance participants place on playing video games, and depression were found to be predictors of video game addiction. The results demonstrate that engaging in violent electronic games increases players' anger and aggression in the short term and specifically physical and verbal aggression but not indirect aggression. The findings are discussed in the context of the contemporary literature.

Article Details
  • Section
  • RESEARCH PAPERS
Downloads
Download data is not yet available.
References
Adachi, P. J., & Willoughby, T. (2011). The effect of violent video games on aggression: Is it more than just the violence?. Aggression and Violent Behavior, 16(1), 55-62. https://doi.org/10.1016/j.avb.2010.12.002 DOI: https://doi.org/10.1016/j.avb.2010.12.002
Akiskal, H. S., & Van Valkenburg, C. (1994). Mood disorders. In M. Hersen & S. M. Turner (Eds.), Diagnostic interviewing (pp. 79–107). Plenum Press. https://doi.org/10.1007/978-1-4757-2323-6_4 DOI: https://doi.org/10.1007/978-1-4757-2323-6_4
Alderman, E. M., Breuner, C. C., & Committee on Adolescence (2019). Unique needs of the adolescent. Pediatrics, 144(6), Article e20193150. https://doi.org/10.1542/peds.2019-3150 DOI: https://doi.org/10.1542/peds.2019-3150
Allahverdipour, H., Bazargan, M., Farhadinasab, A., & Moeini, B. (2010). Correlates of video games playing among adolescents in an Islamic country. BMC Public Health, 10, Article e286. https://doi.org/10.1186/1471-2458-10-286 DOI: https://doi.org/10.1186/1471-2458-10-286
Allen, J. J., & Anderson, C. A. (2017). Aggression and violence: Definitions and distinctions. In P. Sturmey (Ed.), The Wiley handbook of violence and aggression (pp. 1-14). Wiley & Sons, Ltd. https://doi.org/10.1002/9781119057574.whbva001 DOI: https://doi.org/10.1002/9781119057574.whbva001
Allen, J. J., Anderson, C. A., & Bushman, B. J. (2018). The General Aggression Model. Current Opinion in Psychology, 19, 75–80. https://doi.org/10.1016/j.copsyc.2017.03.034 DOI: https://doi.org/10.1016/j.copsyc.2017.03.034
American Psychiatric Association. (2022). Diagnostic and statistical manual of mental disorders (5th ed., text rev.). https://doi.org/10.1176/appi.books.9780890425787 DOI: https://doi.org/10.1176/appi.books.9780890425787
American Psychological Association. (n.d.). Adolescence. In APA dictionary of psychology. Retrieved March 5, 2022, from https://dictionary.apa.org/adolescence
Anderson, C. A., & Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12(5), 353–359. https://doi.org/10.1111/1467-9280.00366 DOI: https://doi.org/10.1111/1467-9280.00366
Anderson, C. A., & Bushman, B. J. (2002). Human aggression. Annual Review of Psychology, 53(1), 27–51. https://doi.org/10.1146/annurev.psych.53.100901.135231 DOI: https://doi.org/10.1146/annurev.psych.53.100901.135231
Anderson, C. A., & Bushman, B. J. (2018). Media violence and the general aggression model. Journal of Social Issues, 74(2), 386–413. https://doi.org/10.1111/josi.12275 DOI: https://doi.org/10.1111/josi.12275
Anderson, C. A., & Carnagey, N. L. (2009). Causal effects of violent sports video games on aggression: Is it competitiveness or violent content? Journal of Experimental Social Psychology, 45, 731-739. https://doi.org/10.1016/j.jesp.2009.04.019 DOI: https://doi.org/10.1016/j.jesp.2009.04.019
Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78(4), 772–790. https://doi.org/10.1037/0022-3514.78.4.772 DOI: https://doi.org/10.1037//0022-3514.78.4.772
Anderson, C. A., Sakamoto, A., Gentile, D. A., Ihori, N., Shibuya, A., Yukawa, S., Naito, M., & Kobayashi, K. (2008). Longitudinal effects of violent video games on aggression in Japan and the United States. Pediatrics, 122(5), 1067–1072. https://doi.org/10.1542/peds.2008-1425 DOI: https://doi.org/10.1542/peds.2008-1425
Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., Rothstein, H. R., & Saleem, M. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. Psychological Bulletin, 136(2), 151-173. https://doi.org/10.1037/a0018251 DOI: https://doi.org/10.1037/a0018251
Arslan, C. (2010). An investigation of anger and anger expression in terms of coping with stress and interpersonal problem - solving. Educational Sciences: Theory and Practice, 10(1), 25-43.
Averill, J. R. (1983). Studies on anger and aggression: Implications for theories of emotion. American Psychologist, 38(11), 1145–1160. https://doi.org/10.1037/0003-066X.38.11.1145 DOI: https://doi.org/10.1037//0003-066X.38.11.1145
Bahrainian, S. A., Alizadeh, K. H., Raeisoon, M. R., Gorji, O. H., & Khazaee, A. (2014). Relationship of Internet addiction with self-esteem and depression in university students. Journal of Preventive Medicine and Hygiene, 55(3), 86-89.
Bandura, A. (1973). Aggression: A social learning analysis. Prentice-Hall. DOI: https://doi.org/10.2307/1227918
Bandura, A. (1977). Social learning theory. Prentice-Hall.
Barlett, C. P., Harris, R. J., & Baldassaro, R. (2007). Longer you play, the more hostile you feel: Examination of first person shooter video games and aggression during video game play. Aggressive Behavior, 33(6), 486–497. https://doi.org/10.1002/ab.20227 DOI: https://doi.org/10.1002/ab.20227
Barlett, C., Branch, O., Rodeheffer, C., & Harris, R. (2009). How long do the short-term violent video game effects last?. Aggressive Behavior, 35(3), 225–236. https://doi.org/10.1002/ab.20301 DOI: https://doi.org/10.1002/ab.20301
Bartholow, B. D., & Anderson, C. A. (2002). Effects of violent video games on aggressive behavior: Potential sex differences. Journal of Experimental Social Psychology, 38(3), 283–290. https://doi.org/10.1006/jesp.2001.1502 DOI: https://doi.org/10.1006/jesp.2001.1502
Beck, A. T., Steer, R. A., & Brown, G. (1996). Beck Depression Inventory–II [Database record]. APA PsycTests. https://doi.org/10.1037/t00742-000 DOI: https://doi.org/10.1037/t00742-000
Benjamin, A. J., Kepes, S., & Bushman, B. J. (2018). Effects of weapons on aggressive thoughts, angry feelings, hostile appraisals, and aggressive behavior: A meta-analytic review of the weapons effect literature. Personality and Social Psychology Review, 22(4), 347–377. https://doi.org/10.1177/1088868317725419 DOI: https://doi.org/10.1177/1088868317725419
Berkowitz, L. (1989). Frustration-aggression hypothesis: Examination and reformulation. Psychological Bulletin, 106(1), 59–73. https://doi.org/10.1037/0033-2909.106.1.59 DOI: https://doi.org/10.1037//0033-2909.106.1.59
Berkowitz, L., & LePage, A. (1967). Weapons as aggression-eliciting stimuli. Journal of Personality and Social Psychology, 7(2, Pt.1), 202–207. https://doi.org/10.1037/h0025008 DOI: https://doi.org/10.1037/h0025008
Bettencourt, B. A., Talley, A., Benjamin, A. J., & Valentine, J. (2006). Personality and aggressive behavior under provoking and neutral conditions: A meta- analytic review. Psychological Bulletin, 132(5), 751–777. https://doi.org/10.1037/0033-2909.132.5.751 DOI: https://doi.org/10.1037/0033-2909.132.5.751
Björkqvist, K. (2018). Gender differences in aggression. Current Opinion in Psychology, 19, 39-42. https://doi.org/10.1016/j.copsyc.2017.03.030 DOI: https://doi.org/10.1016/j.copsyc.2017.03.030
Boumosleh, J. M., & Jaalouk, D. (2017). Depression, anxiety, and Smartphone addiction in university students- A cross sectional study. PLoS ONE, 12(8), Article e0182239. https://doi.org/10.1371/journal.pone.0182239 DOI: https://doi.org/10.1371/journal.pone.0182239
Bryant, F. B., & Smith, B. D. (2001). Refining the architecture of aggression: A measurement model for the Buss–Perry Aggression Questionnaire. Journal of Research in Personality, 35(2), 138–167. https://doi.org/10.1006/jrpe.2000.2302 DOI: https://doi.org/10.1006/jrpe.2000.2302
Buckley, K. E., & Anderson, C. A. (2006). A theoretical model of the effects and consequences of playing video games. In P. Vorderer & J. Bryant (Eds.), Playing video games: Motives, responses, and consequences (pp. 363-378). Lawrence Erlbaum Associates Publishers.
Burkhardt, J., & Lenhard, W. (2022). A meta-analysis on the longitudinal, age-dependent effects of violent video games on aggression. Media Psychology, 25(3), 499-512. https://doi.org/10.1080/15213269.2021.1980729 DOI: https://doi.org/10.1080/15213269.2021.1980729
Bushman, B. J. (2018). Guns automatically prime aggressive thoughts, regardless of whether a “good guy” or “bad guy” holds the gun. Social Psychological and Personality Science, 9(6), 727–733. https://doi.org/10.1177/1948550617722202 DOI: https://doi.org/10.1177/1948550617722202
Bushman, B. J., & Huesmann, L. R. (2006). Short-term and long-term effects of violent media on aggression in children and adults. Archives of Pediatrics & Adolescent Medicine, 160(4), 348–352. https://doi.org/10.1001/archpedi.160.4.348 DOI: https://doi.org/10.1001/archpedi.160.4.348
Bushman, B.J., Romer, D. (2021). The weapons effect. In N. A. Dodson (Ed.), Adolescent gun violence prevention (pp. 29-38). Springer, Cham. https://doi.org/10.1007/978-3-030-84710-4_3 DOI: https://doi.org/10.1007/978-3-030-84710-4_3
Buss, A. H., & Perry, M. (1992). The Aggression Questionnaire. Journal of Personality and Social Psychology, 63(3), 452–459. https://doi.org/10.1037/0022-3514.63.3.452 DOI: https://doi.org/10.1037//0022-3514.63.3.452
Cai, H., Xie, X. M., Zhang, Q., Cui, X., Lin, J. X., Sim, K., Ungvari, G. S., Zhang, L., & Xiang, Y. T. (2021). Prevalence of suicidality in major depressive disorder: A systematic review and meta-analysis of comparative studies. Frontiers in Psychiatry, 12, Article e690130. https://doi.org/10.3389/fpsyt.2021.690130 DOI: https://doi.org/10.3389/fpsyt.2021.690130
Calvete, E., & Orue, I. (2010). Cognitive schemas and aggressive behavior in adolescents: The mediating role of social information processing. The Spanish Journal of Psychology, 13(1), 190–201. https://doi.org/10.1017/S1138741600003772 DOI: https://doi.org/10.1017/S1138741600003772
Card, N. A., Stucky, B. D., Sawalani, G. M., & Little, T. D. (2008). Direct and indirect aggression during childhood and adolescence: A meta‐analytic review of gender differences, intercorrelations, and relations to maladjustment. Child Development, 79(5), 1185-1229. https://doi.org/10.1111/j.1467-8624.2008.01184.x DOI: https://doi.org/10.1111/j.1467-8624.2008.01184.x
Carnagey, N. L., & Anderson, C. A. (2004). Violent video game exposure and aggression: A literature review. Minerva Psichiatrica, 45(1), 1–18.
Černja, I., Vejmelka, L., & Rajter, M. (2019). Internet addiction test: Croatian preliminary study. BMC Psychiatry, 19(1), 388. https://doi.org/10.1186/s12888-019-2366-2 DOI: https://doi.org/10.1186/s12888-019-2366-2
Chaplin, T. M., & Aldao, A. (2013). Gender differences in emotion expression in children: A meta-analytic review. Psychological Bulletin, 139(4), 735-765. https://doi.org/10.1037/a0030737 DOI: https://doi.org/10.1037/a0030737
Γιαννακού, Μ., Ρούσση, Π., Κοσμίδου, Μ. Ε., Κιοσέογλου, Γ., Αδαμοπούλου, Α., & Γαρύφαλλος, Γ. (2013). Προσαρμογή της Κλίμακας Κατάθλιψης του Beck-II σε ελληνικό πληθυσμό. Hellenic Journal of Psychology, 10(2), 120-146.
Colwell, J., & Kato, M. (2003). Investigation of the relationship between social isolation, self-esteem, aggression and computer game play in Japanese adolescents. Asian Journal of Social Psychology, 6(2), 149–158. https://doi.org/10.1111/1467-839X.t01-1-00017 DOI: https://doi.org/10.1111/1467-839X.t01-1-00017
Cummings, E. M., Vogel, D., Cummings, J. S., & el-Sheikh, M. (1989). Children's responses to different forms of expression of anger between adults. Child Development, 60(6), 1392–1404. https://doi.org/10.1111/j.1467-8624.1989.tb04011.x DOI: https://doi.org/10.1111/j.1467-8624.1989.tb04011.x
DeWall, C. N., Anderson, C. A., & Bushman, B. J. (2013). Aggression. In H. Tennen, J. Suls & I. B. Weiner (Eds.), Handbook of psychology: Personality and social psychology (pp. 449–466). John Wiley & Sons, Inc.. DOI: https://doi.org/10.1002/9781118133880.hop205021
Dieris-Hirche, J., Bottel, L., Bielefeld, M., Steinbuechel, T., Kehyayan, A., Dieris, B., & Wildt, B. (2017). Media use and Internet addiction in adult depression: A case-control study. Computers in Human Behavior, 68, 96-103. https://doi.org/10.1016/j.chb.2016.11.016 DOI: https://doi.org/10.1016/j.chb.2016.11.016
DiGiuseppe, R., & Tafrate, R. C. (2007). Understanding anger disorders. Oxford University Press. DOI: https://doi.org/10.1093/med:psych/9780195170795.001.0001
Dill, K. E., Gentile, D. A., Richter, W. A., & Dill, J. C. (2005). Violence, sex, race, and age in popular video games: A content analysis. In E. Cole & J. H. Daniel (Eds.), Featuring females: Feminist analyses of media (pp. 115–130). American Psychological Association. https://doi.org/10.1037/11213-008 DOI: https://doi.org/10.1037/11213-008
Dillman-Carpentier, F. R., Brown, J. D., Bertocci, M., Silk, J. S., Forbes, E. E., & Dahl, R. E. (2008). Sad kids, sad media? Applying mood management theory to depressed adolescents' use of media. Media Psychology, 11(1), 143–166. https://doi.org/10.1080/15213260701834484 DOI: https://doi.org/10.1080/15213260701834484
Dodge, K. A. (1985). Attributional bias in aggressive children. In P. C. Kendall (Ed.), Advances in cognitive-behavioral research and therapy, Vol. 4, (pp. 73–110). Academic Press. https://doi.org/10.1016/B978-0-12-010604-2.50009-4 DOI: https://doi.org/10.1016/B978-0-12-010604-2.50009-4
Dowsett, A., & Jackson, M. (2019). The effect of violence and competition within video games on aggression. Computers in Human Behavior, 99, 22-27. https://doi.org/10.1016/j.chb.2019.05.002 DOI: https://doi.org/10.1016/j.chb.2019.05.002
Elson, M., & Ferguson, C. J. (2014). Twenty-five years of research on violence in digital games and aggression: Empirical evidence, perspectives, and a debate gone astray. European Psychologist, 19(1), 33–46. https://doi.org/10.1027/1016-9040/a000147 DOI: https://doi.org/10.1027/1016-9040/a000147
Feldman, R. S. (2011). Εξελικτική ψυχολογία: Διά βίου ανάπτυξη. (Επιστημονική επιμέλεια, Η. Γ. Μπεζεβέγκης). Gutenberg.
Fengqiang, G., Jie, X., Yueqiang, R., & Lei, H. (2016). The relationship between internet addiction and aggression: Multiple mediating effects of life events and social support. Psychology Research, 6(1), 42-49. DOI: https://doi.org/10.17265/2159-5542/2016.01.005
Ferguson C. J. (2007). The good, the bad and the ugly: A meta-analytic review of positive and negative effects of violent video games. The Psychiatric Quarterly, 78(4), 309–316. https://doi.org/10.1007/s11126-007-9056-9 DOI: https://doi.org/10.1007/s11126-007-9056-9
Ferguson, C. J. (2015). Do angry birds make for angry children? A meta-analysis of video game influences on children's and adolescents' aggression, mental health, prosocial behavior, and academic performance. Perspectives on Psychological Science, 10(5), 646–666. https://doi.org/10.1177/1745691615592234 DOI: https://doi.org/10.1177/1745691615592234
Ferguson, C. J., Barr, H., Figueroa, G., Foley, K., Gallimore, A., LaQuea, R., Merritt, A., Miller, S., Nguyen-Pham, H., Spanogle, C., Stevens, J., Trigani, B., & Garza, A. (2015). Digital poison? Three studies examining the influence of violent video games on youth. Computers in Human Behavior, 50, 399–410. https://doi.org/10.1016/j.chb.2015.04.021 DOI: https://doi.org/10.1016/j.chb.2015.04.021
Ferguson, C. J., & Rueda, S. M. (2010). The Hitman study: Violent video game exposure effects on aggressive behavior, hostile feelings, and depression. European Psychologist, 15(2), 99–108. https://doi.org/10.1027/1016-9040/a000010 DOI: https://doi.org/10.1027/1016-9040/a000010
Ferguson, C. J., & Wang, J. C. K. (2019). Aggressive video games are not a risk factor for future aggression in youth: A longitudinal study. Journal of Youth and Adolescence, 48(8), 1439–1451. https://doi.org/10.1007/s10964-019-01069-0 DOI: https://doi.org/10.1007/s10964-019-01069-0
Ζαχαριάδης, Α. (χ.χ.). Τεστ εκτίμησης κατάθλιψης (Beck Inventory Scale). Ανάκτηση Ιούνιος 7, 2022 από: https://www.nlc.cy/el/%CE%BA%CE%B1%CF%84%CE%AC%CE%B8
Gabbiadini, A., & Riva, P. (2018). The lone gamer: Social exclusion predicts violent video game preferences and fuels aggressive inclinations in adolescent players. Aggressive Behavior, 44(2), 113–124. https://doi.org/10.1002/ab.21735 DOI: https://doi.org/10.1002/ab.21735
Gabbiadini, A., Riva, P., Andrighetto, L., Volpato, C., & Bushman, B. J. (2021). Preliminary evidence of the effectiveness of a brief self‐control intervention on reducing the short‐term harmful consequences of violent video games on adolescents. Journal of Applied Social Psychology, 52(4), 246-258. https://doi.org/10.1111/jasp.12854 DOI: https://doi.org/10.1111/jasp.12854
Gentile, D. A., & Anderson, C. A. (2003). Violent video games: The newest media violence hazard. In D. A. Gentile (Ed.), Media violence and children: A complete guide for parents and professionals (pp. 131–152). Praeger Publishers/Greenwood Publishing Group.
Gentile, D. A., Choo, H., Liau, A., Sim, T., Li, D., Fung, D., & Khoo, A. (2011). Pathological video game use among youths: A two-year longitudinal study. Pediatrics, 127(2), 319–329. https://doi.org/10.1542/peds.2010-1353 DOI: https://doi.org/10.1542/peds.2010-1353
Gentile, D. A., Li, D., Khoo, A., Prot, S., & Anderson, C. A. (2014). Mediators and moderators of long-term effects of violent video games on aggressive behavior: Practice, thinking, and action. JAMA Pediatrics, 168(5), 450–457. https://doi.org/10.1001/jamapediatrics.2014.63 DOI: https://doi.org/10.1001/jamapediatrics.2014.63
Gentile, D. A., & Stone, W. (2005). Violent video game effects on children and adolescents. A review of the literature. Minerva Pediatrica, 57(6), 337-358.
Giumetti, G. W., & Markey, P. M. (2007). Violent video games and anger as predictors of aggression. Journal of Research in Personality, 41(6), 1234–1243. https://doi.org/10.1016/j.jrp.2007.02.005 DOI: https://doi.org/10.1016/j.jrp.2007.02.005
Goleman, D. (1995). Emotional intelligence. Bantam Books, Inc.
Gong, M., Hu, Y., & Zhao, D. (2021). The causes, diagnose and intervention of game addiction. Proceedings of the 2021 4thInternational Conference on Humanities Education and Social Sciences, China, 615, 841-850. https://doi.org/10.2991/assehr.k.211220.145 DOI: https://doi.org/10.2991/assehr.k.211220.145
González-Bueso, V., Santamaría, J. J., Fernández, D., Merino, L., Montero, E., & Ribas, J. (2018). Association between internet gaming disorder or pathological video-game use and comorbid psychopathology: A comprehensive review. International Journal of Environmental Research and Public Health, 15(4), 668. https://doi.org/10.3390/ijerph15040668 DOI: https://doi.org/10.3390/ijerph15040668
Greitemeyer, T. (2019). The contagious impact of playing violent video games on aggression: Longitudinal evidence. Aggressive Behavior, 45(6), 635-642. https://doi.org/10.1002/ab.21857 DOI: https://doi.org/10.1002/ab.21857
Greitemeyer, T., & Mügge, D. O. (2014). Video games do affect social outcomes: A meta-analytic review of the effects of violent and prosocial video game play. Personality & Social Psychology Bulletin, 40(5), 578–589. https://doi.org/10.1177/0146167213520459 DOI: https://doi.org/10.1177/0146167213520459
Gutiérrez-Rojas, L., Porras-Segovia, A., Dunne, H., Andrade-González, N., & Cervilla, J. A. (2020). Prevalence and correlates of major depressive disorder: A systematic review. Brazilian Journal of Psychiatry, 42(6), 657–672. https://doi.org/10.1590/1516-4446-2020-0650 DOI: https://doi.org/10.1590/1516-4446-2020-0650
Haand, R., & Shuwang, Z. (2020). The relationship between social media addiction and depression: A quantitative study among university students in Khost, Afghanistan. International Journal of Adolescence and Youth, 25(1), 780-786. https://doi.org/10.1080/02673843.2020.1741407 DOI: https://doi.org/10.1080/02673843.2020.1741407
Han, D. H., Kim, S. M., Bae, S., Renshaw, P. F., & Anderson, J. S. (2017). Brain connectivity and psychiatric comorbidity in adolescents with internet gaming disorder. Addiction Biology, 22(3), 802-812. https://doi.org/10.1111/adb.12347 DOI: https://doi.org/10.1111/adb.12347
Hasan, Y., Bègue, L., Scharkow, M., & Bushman, B. J. (2013). The more you play, the more aggressive you become: A long-term experimental study of cumulative violent video game effects on hostile expectations and aggressive behavior. Journal of Experimental Social Psychology, 49(2), 224–227. https://doi.org/10.1016/j.jesp.2012.10.016 DOI: https://doi.org/10.1016/j.jesp.2012.10.016
Hollingdale, J., & Greitemeyer, T. (2013). The changing face of aggression: The effect of personalized avatars in a violent video game on levels of aggressive behavior. Journal of Applied Social Psychology, 43(9), 1862-1868. https://doi.org/10.1111/jasp.12148 DOI: https://doi.org/10.1111/jasp.12148
Hollingdale, J., & Greitemeyer, T. (2014). The effect of online violent video games on levels of aggression. PLoS ONE, 9(11), Article e111790. https://doi.org/10.1371/journal.pone.0111790 DOI: https://doi.org/10.1371/journal.pone.0111790
Huesmann, L., R. (2007). The impact of electronic media violence: Scientific theory and research [Supplemental material]. The Journal of Adolescent Health, 41(6), 6–13. https://doi.org/10.1016/j.jadohealth.2007.09.005 DOI: https://doi.org/10.1016/j.jadohealth.2007.09.005
Humries, E., Pratiti, B., Wulandari, P., & Hidayat, R. (2020). Video game increases depression in students. Scientia Psychiatrica, 1(1), 18-23. https://doi.org/10.37275/scipsy.v1i1.3 DOI: https://doi.org/10.37275/scipsy.v1i1.3
Hyde, J. S., & Mezulis, A. H. (2020). Gender differences in depression: Biological, affective, cognitive, and sociocultural factors. Harvard Review of Psychiatry, 28(1), 4-13. https://doi.org/10.1097/HRP.0000000000000230 DOI: https://doi.org/10.1097/HRP.0000000000000230
Iacoboni, M. (2009). Imitation, empathy, and mirror neurons. Annual Review of Psychology, 60, 653–670. https://doi.org/10.1146/annurev.psych.60.110707.163604 DOI: https://doi.org/10.1146/annurev.psych.60.110707.163604
Iwasaki, Y., Mactavish, J., & Mackay, K. (2005). Building on strengths and resilience: Leisure as a stress survival strategy. British Journal of Guidance & Counselling, 33(1), 81–100. https://doi.org/10.1080/03069880412331335894 DOI: https://doi.org/10.1080/03069880412331335894
Iwasaki, Y., Mannell, R. C., Smale, B. J. A., & Butcher, J. (2002). A short-term longitudinal analysis of leisure coping used by police and emergency response service workers. Journal of Leisure Research, 34(3), 311–339. https://doi.org/10.1080/00222216.2002.11949974 DOI: https://doi.org/10.1080/00222216.2002.11949974
Jones, C. M., Scholes, L., Johnson, D., Katsikitis, M., & Carras, M. C. (2014). Gaming well: Links between videogames and flourishing mental health. Frontiers in Psychology, 5, Article e260. https://doi.org/10.3389/fpsyg.2014.00260 DOI: https://doi.org/10.3389/fpsyg.2014.00260
Khalil, S. A., Kamal, H., & Elkholy, H. (2022). The prevalence of problematic internet use among a sample of Egyptian adolescents and its psychiatric comorbidities. International Journal of Social Psychiatry, 68(2), 294-300. https://doi.org/10.1177/0020764020983841 DOI: https://doi.org/10.1177/0020764020983841
Khan, Z., & Shah, B. H. (2022). Examining aggression as probable ramification of playing PUBG among Pakistani players. Journal of Peace, Development and Communication, 6(4), 319–334.
Khatoon, B. A., Jamil, R. A., Akhtar, A., & Rahman, A. (2016). The study of relationship between Internet addictions and aggression among teenagers. Journal of Management Info, 3(4), 7-13. https://doi.org/10.31580/jmi.v12i1.61 DOI: https://doi.org/10.31580/jmi.v12i1.61
Laible, D., Carlo, G., Panfile, T., Eye, J., & Parker, J. (2010). Negative emotionality and emotion regulation: A person-centered approach to predicting socioemotional adjustment in young adolescents. Journal of Research in Personality, 44(5), 621–629. https://doi.org/10.1016/j.jrp.2010.08.003 DOI: https://doi.org/10.1016/j.jrp.2010.08.003
Lau, J. T. F., Walden, D. L., Wu, A. M. S., Cheng, K. M., Lau, M. C. M., & Mo, P. K. H. (2018). Bidirectional predictions between Internet addiction and probable depression among Chinese adolescents. Journal of Behavioral Addictions, 7(3), 633-643. https://doi.org/10.1556/2006.7.2018.87 DOI: https://doi.org/10.1556/2006.7.2018.87
Lazarus, R. S. (1993). From psychological stress to the emotions: A history of changing outlooks. Annual Review of Psychology, 44, 1–21. https://doi.org/10.1146/annurev.ps.44.020193.000245 DOI: https://doi.org/10.1146/annurev.ps.44.020193.000245
Li, Y. (2022). Linking violent video games to cyberaggression among college students: A cross‐sectional study. Aggressive Βehavior, 48(2), 241-252. https://doi.org/10.1002/ab.22002 DOI: https://doi.org/10.1002/ab.22002
Li, J. B., Mo, P. K. H., Lau, J. T. F., Su, X. F., Zhang, X., Wu, A. M. S., Mai, J. C., & Chen, Y. X. (2018). Online social networking addiction and depression: The results from a large-scale prospective cohort study in Chinese adolescents. Journal of Behavioral Addictions, 7(3), 686-696. https://doi.org/10.1556/2006.7.2018.69 DOI: https://doi.org/10.1556/2006.7.2018.69
Liang, L., Zhou, D., Yuan, C., Shao, A., & Bian, Y. (2016). Gender differences in the relationship between internet addiction and depression: A cross-lagged study in Chinese adolescents. Computers in Human Behavior, 63, 463-470. https://doi.org/10.1016/j.chb.2016.04.043 DOI: https://doi.org/10.1016/j.chb.2016.04.043
Lim, J. A., Gwak, A. R., Park, S. M., Kwon, J. G., Lee, J. Y., Jung, H. Y., Sohn, B. K., Kim, J. W., Kim, D. J., & Choi, J. S. (2015). Are adolescents with internet addiction prone to aggressive behavior? The mediating effect of clinical comorbidities on the predictability of aggression in adolescents with internet addiction. Cyberpsychology, Behavior and Social Networking, 18(5), 260–267. https://doi.org/10.1089/cyber.2014.0568 DOI: https://doi.org/10.1089/cyber.2014.0568
Llorca, A., Malonda, E., & Samper, P. (2016). The role of emotions in depression and aggression. Medicina Oral, Patologia Oral y Cirugia Bucal, 21(5), 559–564. https://doi.org/10.4317/medoral.21561 DOI: https://doi.org/10.4317/medoral.21561
Lopez-Fernandez, O. (2015). How has internet addiction research evolved since the advent of internet gaming disorder? An overview of cyberaddictions from a psychological perspective. Current Addiction Reports, 2(3), 263-271. https://doi.org/10.1007/s40429-015-0067-6 DOI: https://doi.org/10.1007/s40429-015-0067-6
Μακρή-Μπότσαρη, Ε. (2010). Ψυχομετρικά εργαλεία αξιολόγησης του θυμού, της επιθετικότητας και του εκφοβισμού. Τεύχος ΙΙ: Αξιολόγηση της επιθετικότητας. Εκδόσεις Παπαζήση.
Medeiros, B. G. D., Pimentel, C. E., Sarmet, M. M., & Mariano, T. E. (2020). “Brutal Kill!” Violent video games as a predictor of aggression. Psico-USF, 25(2), 261-271. https://doi.org/10.1590/1413-82712020250205 DOI: https://doi.org/10.1590/1413-82712020250205
Moge, C. E., & Romano, D. M. (2020). Contextualising video game engagement and addiction in mental health: The mediating roles of coping and social support. Heliyon, 6(11), Article e05340. https://doi.org/10.1016/j.heliyon.2020.e05340 DOI: https://doi.org/10.1016/j.heliyon.2020.e05340
Möller, I., & Krahé, B. (2009). Exposure to violent video games and aggression in German adolescents: a longitudinal analysis. Aggressive Behavior, 35(1), 75–89. https://doi.org/10.1002/ab.20290 DOI: https://doi.org/10.1002/ab.20290
Morrison, J.O., Elzy, M., & Jelsone-Swain, L. (2021). Sex differences in anger states after violent video game play and the relationship of empathy and emotional invalidation as pre-aggressive predictors in young adults. Personality and Individual Differences, 182, Article e111060. https://doi.org/10.1016/j.paid.2021.111060 DOI: https://doi.org/10.1016/j.paid.2021.111060
Μπεζεβέγκης, Η., Ντάλλα, Μ., Γκαρή, Α., & Καραδήμας, Ε. Χ. (2008). Η προσαρμογή στα Ελληνικά του Ερωτηματολογίου Έκφρασης του Θυμού ως Κατάστασης και ως Χαρακτηριστικού Προσωπικότητας (STAXI-2). Ψυχολογία, 15(2), 171-187. DOI: https://doi.org/10.12681/psy_hps.23829
Mullen, S. (2018). Major depressive disorder in children and adolescents. Mental Health Clinician, 8(6), 275–283. https://doi.org/10.9740/mhc.2018.11.275 DOI: https://doi.org/10.9740/mhc.2018.11.275
Μυλωνάς, Κ. (2018). Στατιστική ανάλυση επαγωγών στις κοινωνικές επιστήμες. Εκδόσεις Πεδίο.
Murray, C. J. L., & Lopez, A. D. (1997). Global mortality, disability, and the contribution of risk factors: Global burden of disease study. Lancet, 349(9063), 1436-1432. https://doi.org/10.1016/S0140-6736(96)07495-8 DOI: https://doi.org/10.1016/S0140-6736(96)07495-8
Nabi, R. L., Finnerty, K., Domschke, T., & Hull, S. (2006). Does misery love company? Exploring the therapeutic effects of TV viewing on regretted experiences. Journal of Communication, 56(4), 689–706. https://doi.org/10.1111/j.1460-2466.2006.00315.x DOI: https://doi.org/10.1111/j.1460-2466.2006.00315.x
Nguyen, T., & Landau, S. (2019). Effects of gaming on children’s brains: Depression and social isolation. Advances in Social Sciences Research Journal, 6(9), 291–302. https://doi.org/10.14738/assrj.69.4856 DOI: https://doi.org/10.14738/assrj.69.4856
O’Brien, J. T. (2006). Depression and comorbidity. The American Journal of Geriatric Psychiatry, 14(3), 187-190. https://doi.org/10.1097/01.JGP.0000205769.43171.c0 DOI: https://doi.org/10.1097/01.JGP.0000205769.43171.c0
Orue, I., Bushman, B. J., Calvete, E., Thomaes, S., de Castro, B. O., & Hutteman, R. (2011). Monkey see, monkey do, monkey hurt: Longitudinal effects of exposure to violence on children's aggressive behavior. Social Psychological and Personality Science, 2(4), 432–437. https://doi.org/10.1177/1948550610396586 DOI: https://doi.org/10.1177/1948550610396586
Platt, B., Cohen Kadosh, K., & Lau, J. Y. (2013). The role of peer rejection in adolescent depression. Depression and Anxiety, 30(9), 809–821. https://doi.org/10.1002/da.22120 DOI: https://doi.org/10.1002/da.22120
Pontes, H. M., & Griffiths, M. D. (2014). Internet addiction disorder and internet gaming disorder are not the same. Journal of Addiction Research & Therapy, 5, Article e124. https://doi.org/10.4172/2155-6105.1000e124 DOI: https://doi.org/10.4172/2155-6105.1000e124
Potter-Efron, R. T. (2005). Angry all the time: An emergency guide to anger control. New Harbinger Publications.
Prescott, A. T., Sargent, J. D., & Hull, J. G. (2018). Metaanalysis of the relationship between violent video game play and physical aggression over time. PNAS Proceedings of the National Academy of Sciences of the United States of America, 115(40), 9882–9888. https://doi.org/10.1073/pnas.1611617114 DOI: https://doi.org/10.1073/pnas.1611617114
Przybylski, A. K., & Weinstein, N. (2019). Violent video game engagement is not associated with adolescents' aggressive behaviour: Evidence from a registered report. Royal Society Open Science, 6(2), Article e171474. https://doi.org/10.1098/rsos.171474 DOI: https://doi.org/10.1098/rsos.171474
Ramírez, J. M., Fujihara, T., & van Goozen, S. (2001). Cultural and gender differences in anger and aggression: A comparison between Japanese, Dutch, and Spanish students. The Journal of Social Psychology, 141(1), 119–121. https://doi.org/10.1080/00224540109600528 DOI: https://doi.org/10.1080/00224540109600528
Rizzolatti, G., Fadiga, L., Fogassi, L., & Gallese, V. (2002). From mirror neurons to imitation: Facts and speculations. In A. N. Meltzoff & W. Prinz (Eds.), The imitative mind: Development, evolution, and brain bases (pp. 247–266). Cambridge University Press. https://doi.org/10.1017/CBO9780511489969.015 DOI: https://doi.org/10.1017/CBO9780511489969.015
Roberton, T., Daffern, M., & Bucks, R. S. (2012). Emotion regulation and aggression. Aggression and Violent Behavior, 17(1), 72–82. https://doi.org/10.1016/j.avb.2011.09.006 DOI: https://doi.org/10.1016/j.avb.2011.09.006
Ruiz, M., Moreno, M., Girela-Serrano, B., Diaz-Olivan, I., Muñoz, L. J., Gonzalez-Garrido, C., & Porras-Segovia, A. (2022). Winning the game against depression: A systematic review of video games for the treatment of depressive disorders. Current Psychiatry Reports, 24(1), 23-35. https://doi.org/10.1007/s11920-022-01314-7 DOI: https://doi.org/10.1007/s11920-022-01314-7
Russoniello, C. V., Fish, M. T., & O'Brien, K. (2019). The efficacy of playing videogames compared with antidepressants in reducing treatment-resistant symptoms of depression. Games for Health Journal, 8(5), 332-338. https://doi.org/10.1089/g4h.2019.0032 DOI: https://doi.org/10.1089/g4h.2019.0032
Rydell, A.-M., Berlin, L., & Bohlin, G. (2003). Emotionality, emotion regulation, and adaptation among 5- to 8-year-old children. Emotion, 3(1), 30–47. https://doi.org/10.1037/1528-3542.3.1.30 DOI: https://doi.org/10.1037/1528-3542.3.1.30
Sedgwick, P. (2013). Convenience sampling. British Medical Journal, 2013(347), 1-2. https://doi.org/10.1136/bmj.f6304 DOI: https://doi.org/10.1136/bmj.f6304
Sharma, M. K., Narasimha, S., & Singh, P. (2022). Battle of royale game: Perspective from Maslow’s hierarchy of needs. International Journal of Social Psychiatry, 68(1), 227-229. https://doi.org/10.1177/0020764021991574 DOI: https://doi.org/10.1177/0020764021991574
Shaughnessy, J., Zechmeister, E., & Zechmeister, J. (2018). Ερευνητικές μέθοδοι στην Ψυχολογία. Εκδόσεις Gutenberg.
Sherry, J. L. (2007). Violent video games and aggression: Why can't we find effects? In R. W. Preiss, B. M. Gayle, N. Burrell, M. Allen, & J. Bryant (Eds.), Mass media effects research: Advances through meta-analysis (pp. 245–262). Lawrence Erlbaum Associates Publishers.
Smiley, P. A., Buttitta, K. V., Chung, S. Y., Coffey, J. K., Wang, B. A., & Borelli, J. L. (2016). Anger in response to challenge: Children’s emotion socialization predicts approach versus avoidance. Motivation and Emotion, 40(6), 923–935. https://doi.org/10.1007/s11031-016-9583-5 DOI: https://doi.org/10.1007/s11031-016-9583-5
Smith, T. W., & Ruiz, J. M. (2002). Psychosocial influences on the development and course of coronary heart disease: Current status and implications for research and practice. Journal of Consulting and Clinical Psychology, 70(3), 548–568. https://doi.org/10.1037/0022-006X.70.3.548 DOI: https://doi.org/10.1037//0022-006X.70.3.548
Spielberger, C. D. (1988). Manual for the State-Trait Anger Expression Inventory. Psychological Assessment Resources. DOI: https://doi.org/10.1037/t29496-000
Spielberger, C. D., Krasner, S. S., Solomon, E. P. (1988). The experience, expression, and control of anger. In M. P. Janisse (Ed.), Individual differences, stress, and health psychology (pp. 89-108). Springer. https://doi.org/10.1007/978-1-4612-3824-9_5 DOI: https://doi.org/10.1007/978-1-4612-3824-9_5
Su, W., Han, X., Yu, H., Wu, Y., & Potenza, M. N. (2020). Do men become addicted to internet gaming and women to social media? A meta-analysis examining gender-related differences in specific internet addiction. Computers in Human Behavior, 113, Article e106480. https://doi.org/10.1016/j.chb.2020.106480 DOI: https://doi.org/10.1016/j.chb.2020.106480
Taylor, J. L., & Novaco, R. W. (2018). Treatment for anger, aggression, and violence. In W. R. Lindsay & J. L. Taylor (Eds.), The Wiley handbook on offenders with intellectual and developmental disabilities: Research, training, and practice (pp. 248–271). Wiley-Blackwell. https://doi.org/10.1002/9781118752982.ch14 DOI: https://doi.org/10.1002/9781118752982.ch14
Teng, Z., Li, Y., & Liu, Y. (2014). Online gaming, internet addiction, and aggression in Chinese male students: The mediating role of low self-control. International Journal of Psychological Studies, 6(2), 89. https://doi.org/10.5539/ijps.v6n2p89 DOI: https://doi.org/10.5539/ijps.v6n2p89
Teng, Z., Nie, Q., Guo, C., Zhang, Q., Liu, Y., & Bushman, B. J. (2019). A longitudinal study of link between exposure to violent video games and aggression in Chinese adolescents: The mediating role of moral disengagement. Developmental Psychology, 55(1), 184–195. https://doi.org/10.1037/dev0000624 DOI: https://doi.org/10.1037/dev0000624
Tennant, C., & McLean, L. (2001). The impact of emotions on coronary heart disease risk. Journal of Cardiovascular Risk, 8(3), 175–183. https://doi.org/10.1177/174182670100800309 DOI: https://doi.org/10.1177/174182670100800309
Tortolero, S. R., Peskin, M. F., Baumler, E. R., Cuccaro, P. M., Elliott, M. N., Davies, S. L., Lewis, T. H., Banspach, S. W., Kanouse, D. E., & Schuster, M. A. (2014). Daily violent video game playing and depression in preadolescent youth. Cyberpsychology, Behavior and Social Networking, 17(9), 609–615. https://doi.org/10.1089/cyber.2014.0091 DOI: https://doi.org/10.1089/cyber.2014.0091
Tsimtsiou, Z., Haidich, A. B., Kokkali, S., Dardavesis, T., Young, K. S., & Arvanitidou, M. (2014). Greek version of the Internet Addiction Test: A validation study. The Psychiatric Quarterly, 85(2), 187–195. https://doi.org/10.1007/s11126-013-9282-2 DOI: https://doi.org/10.1007/s11126-013-9282-2
Uhlmann, E., & Swanson, J. (2004). Exposure to violent video games increases automatic aggressiveness. Journal of Adolescence, 27(1), 41–52. https://doi.org/10.1016/j.adolescence.2003.10.004 DOI: https://doi.org/10.1016/j.adolescence.2003.10.004
Unicef. (2022, April). Adolescents. Retrieved from https://data.unicef.org/topic/adolescents/overview/
Unsworth, G., Devilly, G. J., & Ward, T. (2007). The effect of playing violent video games on adolescents: Should parents be quaking in their boots? Psychology, Crime & Law, 13(4), 383–394. https://doi.org/10.1080/10683160601060655 DOI: https://doi.org/10.1080/10683160601060655
Valadez, J. J., & Ferguson, C. J. (2012). Just a game after all: Violent video game exposure and time spent playing effects on hostile feelings, depression, and visuospatial cognition. Computers in Human Behavior, 28(2), 608–616. https://doi.org/10.1016/j.chb.2011.11.006 DOI: https://doi.org/10.1016/j.chb.2011.11.006
Van der Giessen, D., Branje, S., Overbeek, G., Frijns, T., Van Lier, P. A. C., Koot, H. M., & Meeus, W. (2013). Co-occurrence of aggressive behavior and depressive symptoms in early adolescence: A longitudinal multi-informant study. European Review of Applied Psychology, 63(4), 193-201. https://doi.org/10.1016/j.erap.2013.03.001 DOI: https://doi.org/10.1016/j.erap.2013.03.001
Wallenius, M., & Punamäki, R. L. (2008). Digital game violence and direct aggression in adolescence: A longitudinal study of the roles of sex, age, and parent-child communication. Journal of Applied Developmental Psychology, 29(4), 286–294. https://doi.org/10.1016/j.appdev.2008.04.010 DOI: https://doi.org/10.1016/j.appdev.2008.04.010
Walsh, L. M., Wolk, C. B., Haimes, E., Jensen-Doss, A., & Beidas, R. S. (2018). The relationship between anger and anxiety symptoms in youth with anxiety disorders. Journal of Child and Adolescent Counseling, 4(2), 117–133. https://doi.org/10.1080/23727810.2017.1381930 DOI: https://doi.org/10.1080/23727810.2017.1381930
Wang, H. R., Cho, H., & Kim, D. J. (2018). Prevalence and correlates of comorbid depression in a nonclinical online sample with DSM-5 internet gaming disorder. Journal of Affective Disorders, 226, 1–5. https://doi.org/10.1016/j.jad.2017.08.005 DOI: https://doi.org/10.1016/j.jad.2017.08.005
Weaver, J. B., 3rd, Mays, D., Sargent Weaver, S., Kannenberg, W., Hopkins, G. L., Eroğlu, D., & Bernhardt, J. M. (2009). Health-risk correlates of video-game playing among adults. American Journal of Preventive Medicine, 37(4), 299–305. https://doi.org/10.1016/j.amepre.2009.06.014 DOI: https://doi.org/10.1016/j.amepre.2009.06.014
Wei, H. T., Chen, M. H., Huang, P. C., & Bai, Y. M. (2012). The association between online gaming, social phobia, and depression: An internet survey. BMC Psychiatry, 12, Article e92. https://doi.org/10.1186/1471-244X-12-92 DOI: https://doi.org/10.1186/1471-244X-12-92
Williams, R. (2017). Anger as a basic emotion and its role in personality building and pathological growth: The neuroscientific, developmental and clinical perspectives. Frontiers in Psychology, 8, Article e1950. https://doi.org/10.3389/fpsyg.2017.01950 DOI: https://doi.org/10.3389/fpsyg.2017.01950
Williams, D., Yee, N., & Caplan, S. E. (2008). Who plays, how much, and why? Debunking the stereotypical gamer profile. Journal of Computer-Mediated Communication, 13(4), 993–1018. https://doi.org/10.1111/j.1083-6101.2008.00428.x DOI: https://doi.org/10.1111/j.1083-6101.2008.00428.x
Willoughby, T., Adachi, P. J. C., & Good, M. (2012). A longitudinal study of the association between violent video game play and aggression among adolescents. Developmental Psychology, 48(4), 1044–1057. https://doi.org/10.1037/a0026046 DOI: https://doi.org/10.1037/a0026046
World Health Organization. (2021, June 17). Suicide. Retrieved from https://www.who.int/news-room/fact-sheets/detail/suicide
World Health Organization. (2023a). Adolescent health. Retrieved from https://www.who.int/health-topics/adolescent-health#tab=tab_1
World Health Organization. (2023b). 6C51 Gaming disorder. In International statistical classification of diseases and related health problems (11th ed.). https://icd.who.int/browse11/l-m/en#/http://id.who.int/icd/entity/1448597234
Wrangham, R. W. (2017). Two types of aggression in human evolution. Proceedings of the National Academy of Sciences, 115(2), 245-253. https://doi.org/10.1073/pnas.1713611115 DOI: https://doi.org/10.1073/pnas.1713611115
Yazdi, K., Bilous, C., Mittermaier, M., Staudinger, K., & Fuchs-Leitner, I. (2021). Self-reported and parental assessments of internet gaming disorder, and their accordance with DSM-5 criteria in a clinical relevant population. Cyberpsychology, Behavior, and Social Networking, 24(6), 407-413. https://doi.org/10.1089/cyber.2020.0335 DOI: https://doi.org/10.1089/cyber.2020.0335
Yildiz Durak, H., Haktanir, A., & Saritepeci, M. (2023). Examining the predictors of video game addiction according to expertise levels of the players: The role of time spent on video gaming, engagement, positive gaming perception, social support and relational health indices. International Journal of Mental Health and Addiction, 1–26. Advance online publication. https://doi.org/10.1007/s11469-023-01073-3 DOI: https://doi.org/10.1007/s11469-023-01073-3
Yılmaz, R., Karaoğlan Yılmaz, F. G., Teker, N., & Keser, H. (2014). Prediction of internet addiction of university students based on various variables. World Journal on Educational Technology, 6(1), 75-87.
Young, K. S. (1998). Internet addiction: The emergence of a new clinical disorder. CyberPsychology & Behavior, 1(3), 237–244. https://doi.org/10.1089/cpb.1998.1.237 DOI: https://doi.org/10.1089/cpb.1998.1.237
Zhang, Q., Cao, Y., & Tian, J. (2021). Effects of violent video games on aggressive cognition and aggressive behavior. Cyberpsychology, Behavior, and Social Networking, 24(1), 5-10. https://doi.org/10.1089/cyber.2019.0676 DOI: https://doi.org/10.1089/cyber.2019.0676
Zhao, H., Zhou, J., Xu, X., Gong, X., Zheng, J., & Zhou, J. (2021). How to be aggressive from virtual to reality? Revisiting the violent video games exposure-aggression association and the mediating mechanisms. Cyberpsychology, Behavior and Social Networking, 24(1), 56–62. https://doi.org/10.1089/cyber.2019.0762 DOI: https://doi.org/10.1089/cyber.2019.0762
Zhou, H., Dang, L., Lam, L. W., Zhang, M. X., & Wu, A. M. S. (2021). A cross-lagged panel model for testing the bidirectional relationship between depression and smartphone addiction and the influences of maladaptive metacognition on them in Chinese adolescents. Addictive Behaviors, 120, Article e106978. https://doi.org/10.1016/j.addbeh.2021.106978 DOI: https://doi.org/10.1016/j.addbeh.2021.106978