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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 # 28 32 83 86
Anderson, C. A., Dill, K. E. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78(4), 772-790. doi:10.1037/0022-3514.78.4.772 Anderson & Dill (2000) 4

Quantification Strategies Used

  Volume, after losing, average of 12 trials, used in 1 publication(s).
  Volume, after winning, average of 13 trials, used in 1 publication(s).
  Duration, after losing, average of 12 trials, logarithmized, used in 1 publication(s).
  Duration, after winning, average of 13 trials, logarithmized, used in 1 publication(s).

Publications

Anderson, C. A. & Dill, K. E. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78(4), 772-790. doi: 10.1037/0022-3514.78.4.772




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