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情報通信学会誌
Vol. 30 (2012-2013) No. 2 p. 2_81-2_88

記事言語:

http://doi.org/10.11430/jsicr.30.2_81

論説
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  • Peter, J. & Valkenburg, P. M. (2010). Processes underlying the effects of adolescents' use of sexually explicit internet material: The role of perceived realism. Communication Research, 37, pp.375-399.
  • Saleem, M., Anderson, C. A., & Gentile, D. A. (2012). Effects of prosocial, neutral, and violent video games on children's helpful and hurtful behaviors. Aggressive Behavior, 38, pp.281-287.
  • Seto M. C., & Lalumiere M. L. (2010). What is so special about male adolescent sexual offending? A review and test of explanations through meta-analysis. Psychol Bull, 136, pp.526-575.
  • Shibuya, A., Sakamoto, A., Ihori, N., Yukawa, S. (2008). The effects of the presence and contexts of video game violence on children: A longitudinal study in Japan. Simulation & Gaming, 39 (4), pp.528-539.
  • Slater, M. D. (2003). Alienation, aggression, and sensation-seeking as predictors of adolescent use of violent film, computer and website content. Journal of Communication, 53, pp.105-121.
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  • Ybarra, L. M., Mitchell, J. K., Hamburger, M., Diener-West, M., & Leaf, J. P. (2011). X-rated material and perpetration of sexually aggressive behavior among children and adolescents: Is there a link? Aggressive Behavior, 37, pp.1-18.
  • Willoughby, T., Adachi, P. C., & Good, M. (2012). A longitudinal study of the association between violent video game play and aggression among adolescents. Developmental psychology, 48 (4), pp.1044-1057.
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