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Competitive Reaction Time Task

Publications: 130   |   Quantification Strategies: 156


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Publications and Quantification Strategies


Volume-based quantifications Duration-based quantifications Composite quantifications Other quantifications

Full reference Papers / Quantifications # 43 90
Elson, M., Breuer, J., Van Looy, J., Kneer, J., Quandt, T. (2015). Comparing apples and oranges? Evidence for pace of action as a confound in research on violence in digital games. Psychology of Popular Media Culture, 4(2), 112-125. doi:10.1037/ppm0000010 Elson et al. (2015) 2
Kneer, J., Elson, M., Knapp, F. (2016). Fight fire with rainbows: The effects of displayed violence, difficulty, and performance in digital games on affect, aggression, and physiological arousal. Computers in Human Behavior, 54(1), 142-148. doi:10.1016/j.chb.2015.07.034 Kneer et al. (2016) 2

Quantification Strategies Used

  Volume, average of all trials (25), used in 2 publication(s).
  Duration, average of all trials (25), used in 2 publication(s).

Publications

Elson, M., Breuer, J., Van Looy, J., Kneer, J., & Quandt, T. (2015). Comparing apples and oranges? Evidence for pace of action as a confound in research on violence in digital games. Psychology of Popular Media Culture, 4(2), 112-125. doi: 10.1037/ppm0000010

Kneer, J., Elson, M., & Knapp, F. (2016). Fight fire with rainbows: The effects of displayed violence, difficulty, and performance in digital games on affect, aggression, and physiological arousal. Computers in Human Behavior, 54(1), 142-148. doi: 10.1016/j.chb.2015.07.034




All contents CC-BY Malte Elson (2016), Ruhr University Bochum; malte(dot)elson(at)rub(dot)de; @maltoesermalte