The DOI matches its Crossref record; 24 of the 24 references it cites were found in a registry or an index.
The Good, The Bad and the Ugly: A Meta-analytic Review of Positive and Negative Effects of Violent Video Games
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Citations
Cites
Methods of Meta-Analysis: Correcting Error and Bias in Research Findings
Schmidt, F. L., & Hunter, J. E. (2015) · doi:10.4135/9781483398105 · Cited by 5,542
The motivational pull of video games: a self-determination theory approach
Ryan, R. M., Rigby, C. S., & Przybylski, A. (2006) · Motivation and Emotion · doi:10.1007/s11031-006-9051-8 · Cited by 3,332
Hunter, J., & Schmidt, F. (2004) · doi:10.4135/9781412985031 · Cited by 3,023
Action video game modifies visual selective attention
Green, C. S., & Bavelier, D. (2003) · Nature · doi:10.1038/nature01647 · Cited by 2,540
Anderson, C. A., & Bushman, B. J. (2001) · Psychological Science · doi:10.1111/1467-9280.00366 · Cited by 2,217
Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life.
Anderson, C. A., & Dill, K. E. (2000) · Journal of Personality and Social Psychology · doi:10.1037/0022-3514.78.4.772 · Cited by 1,778
(2006) · Human Communication Research · doi:10.1111/j.1468-2958.2006.00280.x · Cited by 1,281
Action-Video-Game Experience Alters the Spatial Resolution of Vision
Green, C. S., & Bavelier, D. (2007) · Psychological Science · doi:10.1111/j.1467-9280.2007.01853.x · Cited by 872
An update on the effects of playing violent video games
Anderson, C. A. (2004) · Journal of Adolescence · doi:10.1016/j.adolescence.2003.10.009 · Cited by 738
The Impact of Video Games on Training Surgeons in the 21st Century
Rosser, J. C. (2007) · Archives of Surgery · doi:10.1001/archsurg.142.2.181 · Cited by 687
Cited by
A systematic literature review of empirical evidence on computer games and serious games
Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012) · Computers & Education · doi:10.1016/j.compedu.2012.03.004 · Cited by 2,890
The benefits of playing video games.
Granic, I., Lobel, A., & Engels, R. C. M. E. (2014) · American Psychologist · doi:10.1037/a0034857 · Cited by 2,456
Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., Rothstein, H. R., & Saleem, M. (2010) · Psychological Bulletin · doi:10.1037/a0018251 · Cited by 2,048
A Motivational Model of Video Game Engagement
Przybylski, A. K., Rigby, C. S., & Ryan, R. M. (2010) · Review of General Psychology · doi:10.1037/a0019440 · Cited by 1,422
Do Action Video Games Improve Perception and Cognition?
Boot, W. R., Blakely, D. P., & Simons, D. J. (2011) · Frontiers in Psychology · doi:10.3389/fpsyg.2011.00226 · Cited by 472
Metadata
- Authors
- Ferguson, C. J.
- Venue
- Psychiatric Quarterly
- Published
- 2007-10-04
- Volume
- 78
- Issue
- 4
- Pages
- 309-316
- ISSN
- 0033-2720 (ISSN-L)
- 1573-6709
- OpenAlex
- W1974811221
- Cited by
- 503
- References
- 24
- FWCI
- 21.76
- Type
- journal article
- Language
- en
- Open access
- closed
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- CoChat. (2026). Citation check: The Good, The Bad and the Ugly: A Meta-analytic Review of Positive and Negative Effects of Violent Video Games. https://app.cochat.ai/papers/10.1007/s11126-007-9056-9
- The paper
- Ferguson, C. J. (2007). The Good, The Bad and the Ugly: A Meta-analytic Review of Positive and Negative Effects of Violent Video Games. Psychiatric Quarterly. https://doi.org/10.1007/s11126-007-9056-9
Data sources
Bibliographic data: Semantic Scholar, OpenAlex, Crossref.
Contains information from the Semantic Scholar Academic Graph Datasets, made available under the ODC Attribution License (ODC-BY 1.0).
Semantic Scholar’s data is described in: Kinney, R., et al. (2023). The Semantic Scholar Open Data Platform. arXiv:2301.10140.