6.Adachi, P.J.C., 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.
7.Anderson, C.A., Bushman, B.J. (2002). Human aggression. Annual Review of Psychology, 53: 27-51.
8.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.
9.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(4): 731-739.
10.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.
11.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.
12.Anguera, J.A., Gazzaley, A. (2015). Video games, cognitive exercises, and the enhancement of cognitive abilities. Current Opinion in Behavioral Sciences, 4: 160-165.
13.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.
14.Barr, M. (2018). Student attitudes to games-based skills development: Learning from video games in higher education. Computers in Human Behavior, 80: 283-294.
15.Barr, M. (2017). Video games can develop graduate skills in higher education students: A randomised trial. Computers & Education, 113: 86-97.
16.Bartholow, B.D., Bushman, B.J., Sestir, M.A. (2006). Chronic violent video game exposure and desensitization to violence: behavioral and event-related brain potential data. J. Exp. Soc. Psychol., 42(4): 532-539.
17.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.
18.Bhadoria, A.S., Kapil, U., Kaur, S. (2015). Association of Duration of Time Spent on Television, Computer and Video Games with Obesity amongst Children in National Capital Territory of Delhi. Int J Prev Med, 6: 80.
19.Brockmyer, J.F. (2015). Playing Violent Video Games and Desensitization to Violence. Child and Adolescent Psychiatric Clinics of North America, 24(1): 65-77.
20.Bualow, M.T., Okdie, B.M., Cooper, A.B. (2015). The influence of video games on executive functions in college students. Computers in Human Behavior, 45: 228-234.
21.Bushman, B.J., Anderson, C.A. (2002). Violent video games and hostile expectations: A test of the general aggression model. Personality and Social Psychology Bulletin, 28: 1679-1686.
22.Carnagey, N.L., Anderson, C.A., Bushman, B.J. (2007). The effect of video game violence on physiological desensitization to real-life violence. J. Exp. Soc. Psychol., 43(3): 489-496.
23.Chittaro, L., Sioni, R. (2018). Existential video games: Proposal and evaluation of an interactive reflection about death. Entertainment Computing, 26: 59-77.
24.Eisenberg, N., Eggum, N.D., Giunta, L.D. (2010). Empathy-related responding: Associations with prosocial behavior, aggression, and intergroup relations. Social Issues Policy Review, 4: 143-180.
25.Eisenberg, N., Shea, C.L., Shea, G., Carlo, G., Knight, G.P. (1991). Empathy-related responding and cognition: A “chicken and the egg” dilemma. W.M. Kurtines (Ed.), Handbook of moral behavior and development, 2, Erlbaum, Hillsdale, NJ (1991): 63-88.
26.Engelhardt, C.R., Bartholow, B.D., Kerr, G.T., Bushman, B.J. (2011). This is your brain on violent video games: Neural desensitization to violence predicts increased aggression following violent video game exposure. Journal of Experimental Social Psychology, 47(5): 1033-1036.
27.Engelhardt, C.R., Hilgard, J., Bartholow, B.D. (2015). Acute exposure to difficult (but not violent) video games dysregulates cognitive control. Computers in Human Behavior, 45: 85-92.
28.Ferguson, N., Willis, C.S., Tilley, A. (2001). An International Journal - Moral reasoning among Nigerian and northern Irish children: a cross-cultural comparison using the sociomoral reflection measure-short form. An International Journal of Psychology in Africa, 9(2): 1-6.
29.Funk, J.B., Elliott, R., Urman, M.L., Flores, G.T., Mock, R.M. (1999). The Attitudes Towards Violence Scale: A Measure for Adolescents. Journal of Interpersonal Violence, 14(11): 1123-1136.
30.Gabbiadini, A., Greitemeyer, T. (2017). Uncovering the association between strategy video games and self-regulation: A correlational study. Personality and Individual Differences, 104: 129-136.
31.Gaetan, S., Bréjard, V., Bonnet, A. (2016). Video games in adolescence and emotional functioning: Emotion regulation, emotion intensity, emotion expression, and alexithymia. Computers in Human Behavior, 61: 344-349.
32.Gentile, D.A. (2009). Pathological video-games use among ages 8-18: A national study. Psychol Sci., 20(5): 594-602.
33.Gentile, D.A., Anderson, C.A. (2003). Violent video games: The newest media violence hazard. D.A. Gentile (Ed.), Media violence and children: A complete guide for parents and professionals, Praeger, Westport, CT (2003), pp. 131-152.
34.Gentile, D.A., Anderson, C.A., Yukawa, S., Ihori, N., Saleem, M., Ming, L.K., Shibuya, A., Liau, A.K., Khoo, A., Bushman, B.J., Huesmann, L.R., Sakamoto, A. (2009). The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence From Correlational, Longitudinal, and Experimental Studies. Personality and Social Psychology Bulletin, 35(6): 752-763.
35.Gentile, D.A., Walsh, D.A. (2002). A normative study of family media habits. J Appl Dev Psychol, 23: 157-178.
36.Gibbs, J. C., Basinger, K. S., & Fuller, D. (1992). Moral maturity: Measuring the development of sociomoral reflection. Hillsdale, NJ, US: Lawrence Erlbaum Associates, Inc.
37.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.
38.Green, S. B. (1991). How many subjcts does it take to do a regression analysis. Multivariate behavioral research, 26(3), 499-510
39.Greitemeyer, T. (2018). The spreading impact of playing violent video games on aggression. Computers in Human Behavior, 80: 216-219.
40.Greitemeyer, T. (2014). Intense acts of violence during video game play make daily life aggression appear innocuous: A new mechanism why violent video games increase aggression. Journal of Experimental Social Psychology, 50: 52-56.
41.Greitemeyer, T., McLatchie, N. (2011). Denying Humanness to Others: A Newly Discovered Mechanism by Which Violent Video Games Increase Aggressive Behavior. Psychological Science, 22(5): 659-665.
42.Greitemeyer, T., Osswald, S. (2011). Playing Prosocial Video Games Increases the Accessibility of Prosocial Thoughts. The Journal of Social Psychology, 151(2): 121-128.
43.Greitemeyer, T., Osswald, S. (2009). Prosocial video games reduce aggressive cognitions. Journal of Experimental Social Psychology, 45(4): 896-900.
44.Greitemeyer, T., Osswald, S., Brauer, M. (2010). Playing prosocial video games increases empathy and decreases schadenfreude. Emotion, 10(6): 796-802.
45.Gutiérrez, E.J.D. (2014). Video Games and Gender-based Violence. Procedia - Social and Behavioral Sciences, 132: 58-64.
46.Jabr, M.M., Denke, G., Rawls, E., Lamm, C. (2018). The roles of selective attention and desensitization in the association between video gameplay and aggression: An ERP investigation. Neuropsychologia, 12: 50-57.
47.Jalink, M.B., Goris, J., Heineman, E., Piere, J.E.N., Hoedemaker, H. (2014). The effects of video games on laparoscopic simulator skills. The American Journal of Surgery, 208: 151-156.
48.Jeong, E.J., Biocca, F.A., Bohil, C.J. (2012). Sensory realism and mediated aggression in video games. Computers in Human Behavior, 28(5): 1840-1848.
49.Jolliffe, D., Farrington, D.P. (2006). Development and validation of the Basic Empathy Scale. Journal of Adolescence, 29: 589-611.
50.Mehrabian, A., Epstein, N. A. (1972). A measure of emotional empathy. Journal of Personality, 40(4), 525-543.
51.Mishra, J., Anguera, J.A., Gazzaley, A. (2016). Video Games for Neuro-Cognitive Optimization. Neuron, 90(2): 214-218.
52.Möller, I., Krahé, B. (2009). Exposure to violent video games and aggression in German adolescents: a longitudinal analysis. Aggressive Behavior, 35(1): 75-89.
53.Ohannessian, C.M. (2018). Video game play and anxiety during late adolescence: The moderating effects of gender and social context. Journal of Affective Disorders, 226: 216-219.
54.Ou, Y., McGlone, E.R., Camm, C.F., Khan, O.A. (2013). Does playing video games improve laparoscopic skills?. International Journal of Surgery, 11(5): 365-369.
55.Parong, J., Mayer, R.E., Fiorella, L., MacNamara, A., Homer, B.D., Plass, J.L. (2017). Learning executive function skills by playing focused video games. Contemporary Educational Psychology, 51: 141-151.
56.Russoniello, C., O’Brien, K., Parks, J.M. (2009). The effectiveness of casual video games in improving mood and decreasing stress. Journal of Cyber Therapy and Rehabilitation, 2(1):53-66.
57.Saleem, M., Anderson, C.A., Gentile, D.A. (2012). Effects of Prosocial, Neutral, and Violent Video Games on College Students' Affect. Aggressive Behavior, 38(4): 263-271.
58.Saquib, N., Saquib, J., Wahid, A., Ahmed, A.A., Dhuhayr, H.E., Zaghloul, M.S., Ewid, M., Almazrou, A. (2017). Video game addiction and psychological distress among expatriate adolescents in Saudi Arabia. Addictive Behaviors Reports, 6: 112-117.
59.Schenk, S., Lech, R., Suchan, B. (2017). Games people play: How video games improve probabilistic learning. Behavioural Brain Research, 335: 208-214.
60.Schrier, K. (2015). EPIC: a framework for using video games in ethics education, Journal of Moral Education, 44(4): 393-424.
61.Shao, H., Xu, S., Zhang, J., Zheng, J., Chen, J., Huang, Y., Ru, B., Jin, Y., Zhang, Q., Ying, Q. (2015). Association Between Duration of Playing Video Games and Bone Mineral Density in Chinese Adolescents. Journal of Clinical Densitometry, 18(2): 198-202.
62.Skoric, M.M., Teo, L.L., Neo, R.L. (2009). Children and Video Games: Addiction, Engagement, and Scholastic Achievement. CyberPsychology & Behavior, 12(5): 567-572.
63.Stopfer, J.M., Braun, B., Müller, K.W., Egloff, B. (2015). Narcissus plays video games. Personality and Individual Differences, 87: 212-218.
64.Uhlmann, E., Swanson, J. (2004). Exposure to violent video games increases automatic aggressiveness. Journal of Adolescence, 27(1): 41-52.
65.Vandewater, E.A., Shim, M., Caplovitz, A.G. (2004). Linking obesity and activity level with children's television and video game use. Journal of Adolescence, 27(1): 71-85.
66.Vingillis, E., Yıldırım-Yenier, Z., Fischer, P., Wiesenthal, D.L., Wickens, C.M., Mann, R.E., Seeley, J. (2016). Self-concept as a risky driver: Mediating the relationship between racing video games and on-road driving violations in a community-based sample. Transportation Research Part F: Traffic Psychology and Behaviour, 43: 15-23.
67.Vieira Jr., E.T. (2014). The Relationships Among Girls’ Prosocial Video Gaming, Perspective-Taking, Sympathy, and Thoughts About Violence. Communication Research, 41(7): 892-912.
68.Ward, M.R. (2018). “Cutting class to play video games”. Information Economics and Policy, 42: 11-19.
69.Wei, R. (2007). Effects of Playing Violent Videogames on Chinese Adolescents' Pro-Violence Attitudes, Attitudes Toward Others, and Aggressive Behavior. CyberPsychology & Behavior, 10(3): 371-380.
70.Whitaker, J.L., Bushman, B.J. (2012). “Remain Calm. Be Kind.” Effects of Relaxing Video Games on Aggressive and Prosocial Behavior. Social Psychological and Personality Science, 3(1): 88-92.
71.Willis, M. L., Lawson, D. L., Ridley, N. J., Koval, P., & Rendell, P. G. (2015). The contribution of emotional empathy to approachability judgments assigned to emotional faces is context specific. Frontiers in Psychology, 6, Article ID 1209.
72.Wines, W. A. (2008). Seven pillars of business ethics: Toward a comprehensive framework. Journal of Business Ethics, 79, 483–499.
73.Zendle, D., Cairns, P., Kudenko, D. (2018). No priming in video games. Computers in Human Behavior, 78: 113-125.