Use of violent video games during school years, quality of social relations and problems of aggressive behaviour. Videogames are amongst Italian children’s favourite recreational activities and are regularly used by over 70% of children, preadolescents and adolescents aged 6 to 17 years old. The videogames available on the market are often characterised by violent content, and these are frequently children and young people’s favourites. The international literature has highlighted how the use of video games with violent content puts young people at risk of developing problems of aggressive behaviour. The research aims are to replicate in the Italian context the results mentioned in the international literature and to verify whether exposure...
The presented study focuses on relations between violent videogames playing and various types of ant...
The objective of this study was to test the effect of individual differences on appeal and use of vi...
This study aimed to investigate the relationship between the playing of violent video games and the ...
Use of violent video games during school years, quality of social relations and problems of aggressi...
Use of violent video games during school years, quality of social relations and problems of aggressi...
Use of violent video games during school years, quality of social relations and problems of aggress...
The literature provides some evidence that the use of violent video games increases the risk for you...
The literature provides some evidence that the use of violent video games increases the risk for you...
Children that engage in violent video game play are more likely to grow angry and dangerous as a res...
Background: The use of electronic devices and screen-time behaviours among young people have increas...
Research has indicated that most young people spend more time watching screen media than in any othe...
Video games have become one of the favorite activities of children in America. A growing body of res...
Introduction: Children who play violent video games can become violent and aggressive. An aggressive...
In this study, we investigated the extent to which adolescents who spend time playing violent video ...
Across the world, video games are becoming one of the more popular pastimes for children. Many of th...
The presented study focuses on relations between violent videogames playing and various types of ant...
The objective of this study was to test the effect of individual differences on appeal and use of vi...
This study aimed to investigate the relationship between the playing of violent video games and the ...
Use of violent video games during school years, quality of social relations and problems of aggressi...
Use of violent video games during school years, quality of social relations and problems of aggressi...
Use of violent video games during school years, quality of social relations and problems of aggress...
The literature provides some evidence that the use of violent video games increases the risk for you...
The literature provides some evidence that the use of violent video games increases the risk for you...
Children that engage in violent video game play are more likely to grow angry and dangerous as a res...
Background: The use of electronic devices and screen-time behaviours among young people have increas...
Research has indicated that most young people spend more time watching screen media than in any othe...
Video games have become one of the favorite activities of children in America. A growing body of res...
Introduction: Children who play violent video games can become violent and aggressive. An aggressive...
In this study, we investigated the extent to which adolescents who spend time playing violent video ...
Across the world, video games are becoming one of the more popular pastimes for children. Many of th...
The presented study focuses on relations between violent videogames playing and various types of ant...
The objective of this study was to test the effect of individual differences on appeal and use of vi...
This study aimed to investigate the relationship between the playing of violent video games and the ...