Adachi, P. C., Hodson, G., Willoughby, T., Blank, C., & Ha, A. (2016). From outgroups to allied forces: Effect of intergroup cooperation in violent and nonviolent video games on boosting favorable outgroup attitudes. Journal Of Experimental Psychology: General, 145(3), 259–265. doi:10.1037/xge0000145.

Adachi, P. 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. doi:10.1016/j.avb.2010.12.002.

Adachi, P. C., & Willoughby, T. (2013). Do video games promote positive youth development? Journal Of Adolescent Research, 28(2), 155–165. doi:10.1177/0743558412464522.

Anderson, C. A., & Murphy, C. R. (2003). Violent video games and aggressive behavior in young women. Aggressive Behavior, 29(5), 423–429. doi:10.1002/ab.10042.

Barone, M. J., Shimp, T. A., & Sprott, D. E. (1997). Mere ownership revisited: A robust effect? Journal Of Consumer Psychology, 6(3), 257–284. doi:10.1207/s15327663jcp0603_03.

Boot, W., Blakely, D., & Simons, D. (2011). Do action video games improve perception and cognition? Frontiers in Psychology, 2, 226 doi:10.3389/fpsyg.2011.00226.

Bowman, N. D. (2016). The rise (and refinement) of moral panic. In R. Kowert, & T. Quandt (Eds.), The video game debate: Unraveling the physical, social, and psychological effects of digital games (pp. 22–38). New York: Routledge.

Breuer, J., Kowert, R., Festl, R., & Quandt, T. (2015). Sexist games=Sexist gamers? A longitudinal study on the relationship between video game use and sexist attitudes. Cyberpsychology, Behavior, and Social Networking, 18(4), 197–202. doi:10.1089/cyber.2014.0492.

Cunningham, S., Engelstatter, B., & Ward, M. R. (2016). Violent video games and violent crime. Southern Economic Journal, 82(4), 1247–1265.

Elson, M., Mohseni, M. R., Breuer, J., Scharkow, M., & Quandt, T. (2014). Press CRTT to measure aggressive behavior: The unstandardized use of the competitive reaction time task in aggression research. Psychological Assessment, 26, 419–432.

Espelage, D. L., Mebane, S. E., & Adams, M. R. (2004). Empathy, caring, and bullying: Toward an understanding of complex associations. In D. L. Espelage, S. M. Swearer (Eds.). Bullying in American schools: A social-ecological perspective in prevention and intervention (pp. 37–62). Mahwah, NJ: Lawrence Erlbaum Associates.

Ferguson, C. J. (2015a). Do angry birds make for angry children? A meta-analysis of video game Influences on children’s and adolescents’ aggression, mental health, prosocial behavior and academic performance. Perspectives on Psychological Science, 10, 646–666.

Ferguson, C. J. (2015b). “Everybody knows psychology is not a real science”: Public perceptions of psychology and how we can improve our relationship with policymakers, the scientific community, and the general public. American Psychologist, 70, 527–542.

Ferguson, C. J., Rueda, S. M., Cruz, A. M., Ferguson, D. E., Fritz, S., & Smith, S. M. (2008). Violent video games and aggression: Causal relationship or byproduct of family violence and intrinsic violence motivation? Criminal Justice And Behavior, 35(3), 311–332. doi:10.1177/0093854807311719.

Frodi, A. M., & Smetana, J. (1984). Abused, neglected, and nonmaltreated preschoolers’ ability to discriminate emotions in others: The effects of IQ. Child Abuse & Neglect, 8(4), 459–465. doi:10.1016/0145-2134(84)90027-9.

Furuya-Kanamori, L., & Doi, S. R. (2016). Angry birds, angry children, and angry meta-analysts: A reanalysis. Perspectives On Psychological Science, 11(3), 408–414. doi:10.1177/1745691616635599.

Gabbiadini, A., Riva, P., Andrighetto, L., Volpato,C., & Bushman, B. (2016). Acting like a tough guy: Violent-sexist video Games, identification With game characters, masculine beliefs, & empathy for female violence victims. PloS One. http://journals.plos.org/plosone/article?id=10.1371/journal.pone.0152121.

Gelman, A., & Loken, E. (2013). The statistical crisis in science. American Scientist, 102, 460–465.

Grizzard, M., Tamborini, R., Lewis, R. J., Wang, L., & Prabhu, S. (2014). Being bad in a video game can make us morally sensitive. Cyberpsychology, Behavior, And Social Networking, 17(8), 499–504. doi:10.1089/cyber.2013.0658.

Hayes, A. F. (2013). Introduction to mediation, moderation, and conditional process analysis: A regression-based approach. New York, NY: Guilford Press.

Jolliffe, D., & Farrington, D. P. (2004). Empathy and offending: A systematic review and meta- analysis. Aggression and Violent Behavior, 9(5), 441–476. doi:10.1016/j.avb.2003.03.001.

Journal of Media Psychology (2016). Technology and human behavior: A preregistered special issue of the Journal of Media Psychology. http://www.icahdq.org/pubs/calls/JournalOfMedia.asp.

Furuya-Kanamori, F., & Doi, S. (2016). Angry birds, angry children and angry meta-analysts. Perspectives on Psychological Science, 11(3), 408–414.

Kardefelt-Winther, D. (2015). A critical account of DSM-5 criteria for internet gaming disorder. Addiction Research & Theory, 23(2), 93–98. doi:10.3109/16066359.2014.935350.

Knafo, A., Zahn-Waxler, C., Van Hulle, C., Robinson, J. L., & Rhee, S. H. (2008). The developmental origins of a disposition toward empathy: Genetic and environmental contributions. Emotion, 8(6), 737–752. doi:10.1037/a0014179.

Konijn, E. A., Nije Bijvank, M., & Bushman, B. J. (2007). I wish I were a warrior: The role of wishful identification in the effects of violent video games on aggression in adolescent boys. Developmental Psychology, 43(4), 1038–1044. doi:10.1037/0012-1649.43.4.1038.

Levant, R. F., Rankin, T. J., Williams, C. M., Hasan, N. T., & Smalley, K. B. (2010). Evaluation of the factor structure and construct validity of scores on the Male role norms inventory—Revised (MRNI-R). Psychology Of Men & Masculinity, 11(1), 25–37. doi:10.1037/a0017637.

Licata, M., Williams, A., & Paulus, M. (2016). The development of empathy in early childhood. In D. F. Watt, J. Panksepp, D. F. Watt, & J. Panksepp (Eds.), Psychology and neurobiology of empathy (pp. 111–148). Hauppauge, NY: Nova Biomedical Books.

Markey, P. M. (2015). Finding the middle ground in violent video game research: Lessons from Ferguson (2015). Perspectives On Psychological Science, 10(5), 667–670. doi:10.1177/1745691615592236.

Markey, P. M., Males, M. A., French, J. E., & Markey, C. N. (2015a). Lessons from Markey et al. (2015) and Bushman et al. (2015): Sensationalism and integrity in media research. Human Communication Research, 41(2), 184–203. doi:10.1111/hcre.12057.

Markey, P. M., Markey, C. N., & French, J. E. (2015b). Violent video games and real-world violence: Rhetoric versus data. Psychology Of Popular Media Culture, 4(4), 277–295. doi:10.1037/ppm0000030.

Nosek, B. A., Spies, J. R., & Motyl, M. (2012). Scientific utopia: II. Restructuring incentives and practices to promote truth over publishability. Perspectives On Psychological Science, 7(6), 615–631. doi:10.1177/1745691612459058.

Przybylski, A. K., Deci, E. L., Rigby, C. S., & Ryan, R. M. (2014). Competence-impeding electronic games and players’ aggressive feelings, thoughts, and behaviors. Journal Of Personality And Social Psychology, 106(3), 441–457. doi:10.1037/a0034820.

Rothstein, H. R., & Bushman, B. J. (2015). Methodological and reporting errors in meta-analytic reviews make other meta-analysts angry: A commentary on Ferguson (2015). Perspectives On Psychological Science, 10(5), 677–679. doi:10.1177/1745691615592235.

Savacool, J. (2014). Think you’re immune to video-game violence? Think again. USA Today. https://www.usatoday.com/story/tech/gaming/2014/03/30/video-games-violence/6437253/.

Sijtsma, K. (2016). Playing with data—or how to discourage questionable research practices and stimulate researchers to do things right. Psychometrika, 81(1), 1–15. doi:10.1007/s11336-015-9446-0.

Simmons, J. P., Nelson, L. D., & Simonsohn, U. (2011). False-positive psychology: Undisclosed flexibility in data collection and analysis allows presenting anything as significant. Psychological Science, 22(11), 1359–1366. doi:10.1177/0956797611417632.

Singal, J. (2016). Here’s an overhyped study about video-game violence and misogyny. New York Magazine. http://nymag.com/scienceofus/2016/04/here-s-an-overhyped-study-about-video-game-violence-and-misogyny.html.

Stermer, S. P., & Burkley, M. (2015). SeX-Box: Exposure to sexist video games predicts benevolent sexism. Psychology Of Popular Media Culture, 4(1), 47–55. doi:10.1037/a0028397.

Surette, R. (2013). Cause or catalyst: The interaction of real world and media crime models. American Journal Of Criminal Justice, 38(3), 392–409. doi:10.1007/s12103-012-9177-z.

Swami, V., Coles, R., Wilson, E., Salem, N., Wyrozumska, K., & Furnham, A. (2010). Oppressive beliefs at play: Associations among beauty ideals and practices and individual differences in sexism, objectification of others, and media exposure. Psychology Of Women Quarterly, 34(3), 365–379. doi:10.1111/j.1471-6402.2010.01582.x.

Van Looy, J., Courtois, C., De Vocht, M., & De Marez, L. (2012). Player identification in online games: Validation of a scale for measuring identification in MMOGs. Media Psychology, 15(2), 197–221. doi:10.1080/15213269.2012.674917.

Valkenburg, P. M. (2015). The limited informativeness of meta-analyses of media effects. Perspectives On Psychological Science, 10(5), 680–682. doi:10.1177/1745691615592237.

Wagenmakers, E. J., Wetzels, R., Borsboom, D., van der Maas, H. L., & Kievit, R. A. (2012). An agenda for purely confirmatory research. Perspectives on Psychological Science, 7, 632–638.

Williford, A., Boulton, A. J., Forrest-Bank, S. S., Bender, K. A., Dieterich, W. A., & Jenson, J. M. (2016). The effect of bullying and victimization on cognitive empathy development during the transition to middle school. Child & Youth Care Forum, 45(4), 525–541. doi:10.1007/s10566-015-9343-9.