2008
DOI: 10.14195/1647-8614_42-2_11
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Factores mediadores e moderadores dos efeitos dos jogos electrónicos violentos na agressão interpessoal

Abstract: . Factores mediadores e moderadores dos efeitos dos jogos electrónicos violentos na agressão interpessoal. Revista Portuguesa de Pedagogia 42 (2), 203 -223.A correspondência relativa a este artigo deverá ser enviada para Patrícia Arriaga

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Cited by 2 publications
(3 citation statements)
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“…Studies were carried out with the purpose of directly or indirectly testing the relationships between the variables predicted in the GAM and violent video games, such as those by Arriaga, Monteiro and Esteves (2008) that address the potential effects of violent video games on aggression. Research conducted by Greitemeyer (2013), Hasan, Bègue and Bushman (2013) and Kim and Sundar (2013) also found an increase in aggressive behavior.…”
Section: Description Of the General Aggression Modelmentioning
confidence: 99%
See 1 more Smart Citation
“…Studies were carried out with the purpose of directly or indirectly testing the relationships between the variables predicted in the GAM and violent video games, such as those by Arriaga, Monteiro and Esteves (2008) that address the potential effects of violent video games on aggression. Research conducted by Greitemeyer (2013), Hasan, Bègue and Bushman (2013) and Kim and Sundar (2013) also found an increase in aggressive behavior.…”
Section: Description Of the General Aggression Modelmentioning
confidence: 99%
“…Next, we shall discuss the General Aggression Model, a widely used theoretical model in the study of this issue, as it is integrative and seeks to explain the processes that are involved in aggression, followed by evidence that supports or questions its assumptions (Arriaga, Monteiro & Esteves, 2008).…”
Section: Introductionmentioning
confidence: 99%
“…Por outro lado, como corroborado por Alves (2009), baseado na teoria da catarse, os games proporcionam ao jogador um espaço onde ele pode elaborar seus medos, ansiedades, tristezas e tantas outras emoções, sem transposição da tela. Todas estas questões levantadas a respeito dos games acarretaram na catalogação destes, de acordo com a idade apropriada para o conteúdo, o que acaba não impedindo que crianças e adolescentes tenham acesso a jogos impróprios para suas idades (Arriaga, 2000;Arriaga, Monteiro & Esteves, 2008).…”
Section: O Videogame Em Seu âMbito Históricounclassified