Arriaga, P, Esteves, F, Carneiro, P Monteiro, M B (2008) Are the Effects of Unreal Violent Video Games Pronounced When Playing With a Virtual Reality System? Aggressive Behavior, Vol. 34, pp. 521-538.
Achtman, R L, Green C.S. and Bavelier D (2008) Video Games as a tool to train visual skills, Restorative Neurology and Neuroscience, 26, pp. 435-446.
Williams, D, N Martins, M Consalvo & J Ivory (2008, in press), The virtual census: Representations of gender, race and age in video games. New Media & Society.
Williams, D, N Yee & S Caplan (2008b, in press), Who Plays, How Much, and Why? A Behavioral Player Census of Virtual World. Journal of Computer Mediated Communication.
Crowe, N, and Bradford, S, (2007), Identity and structure in on-line gaming: Young people’s symbolic and virtual extensions of self. In Hodkinson, P, and Deicke, W, (editors), Scenes, Subcultures and Tribes, Routledge, 215–228.
Griffiths et al, Excessive Computer Game Playing: Evidence for Addiction and Aggression?, CyberPsychology & Behavior, Volume 10, Number 2, 2007.
Linderoth, Jonas & Bennerstedt, Ulrika, Att leva i World of Warcraft, 2007 (på uppdrag av Medierådet).
Polman, H Orobio de Castro, B and van Aken, Marcel (2007), Experiential Study of the Differential Effects of Playing Versus Watching Violent Video Games on Children´s Aggressive Behavior, Aggressive Behavior, Vol. 34, pp. 256-264.
Rosser, JC et al, The Impact of Video Games on Training Surgeons in the 21st Century, 2007, Archives of Surgery, 2007; 142(2): 181–186.
Williams, D, S Caplan & L Xiong (2007), Can you hear me now? The Impact of Voice in an Online Gaming Community, Human Communication Research, 33, pp. 427–449.
Ferguson, Christopher, John (2007), The Good, The Bad and the Ugly: A Meta-analytic review of Positive and Negative Effects of Violent Media Games, Psychiatry Quarterly 78, pp. 309-316.
Jansz, J and Tanis, M (2007), Appeal of Playing Online First Person Shooter Games, Cyberpsychology & Behavior, vol. 10, no. 1, pp. 133-136.
Yee, N & J N Bailenson (2007), The Proteus Effect: The Effect of Transformed Self-Representation on Behavior. Human Communication Research, 33, 271–290.
Sun, C-T, Lin, H and Ho, C H (2006), Sharing Tips with Strangers: Exploiting Gift Culture in Computer Gaming, CyberPsychology & Behavior, vol. 9, no. 5, pp. 560-570.
Yee, N (2006), Motivations for Play in Online Games, Cyberpsychology & Behavior, vol. 9, no. 6, pp. 772-775.
Kerbs, R (2005), Social and ethical considerations in virtual worlds, The Electronic Library, vol. 23, no. 5, pp. 539-546.
Kevin D Browne, Catherine Hamilton-Giachritsis, The influence of violent media on children and adolescents: a public-health approach. The Lancet Vol 365 February 19, 2005.
Bremberg, Sven och Lager, Anton, Hälsoeffekter av tv- och datorspelande – en systematisk genomgång av vetenskapliga studier. Statens folkhälsoinstitut, 2005.
Sheese, B and Graziano, W (2005), Deciding to Defect, The Effects of Video-Game Violence on Cooperative Behavior, American Psychological Society, vol. 16, no. 5, pp. 354-357.
Bailenson, J, Beall, A C, Loomis, J, Blascovich, J, Turk, M C (2004), Transformed social interaction: Decoupling representation from behavior and form in collaborative virtual environments. Presence: Teleoperators and Virtual Environments, 13, 428–441.
Griffiths, M, Davies, M and Chappell, D (2004), Demographic Factors and Playing Variables in Online Computer Gaming, CyberPsychology & Behavior, vol. 7, no. 4, pp. 479-487.
Norman, Donald, Emotional Design: why we love (or hate) everyday things (2004).
Linderoth, Jonas (2004), Datorspelandets mening: Bortom idén om den interaktiva illusionen, doktorsavhandling, Institutionen för pedagogik och didaktik, Göteborgs universitet.
"En digital barndom?" av Endestad, Brandtzaeg, Heim, Torgersen, Hertzberg Kaare, Institutt for Kulturstudier, Universitetet i Oslo, Norsk institutt for forskning om oppvekst, velferd og aldring, NOVA Rapport 1/2004. "En digital barndom?" är en norsk undersökning om barns bruk av medieteknologi, genomförd av NOVA. I undersökningen har 1112 norska barn, i åldrarna 7-12 år, tillfrågats om deras användande av nya medieteknologier. Enkätundersökningen besvarades av elever i årskurs 5, 6 och 7 på sex olika skolor i Oslo under oktober och november 2002. De yngsta barnens enkäter (årskurs 2) besvarades av deras föräldrar. Tabell 9 visar hur ofta och vilka aktiviteter barn gör utanför skoltid. I appendix på sid 77 finns motsvarande fråga formulerad.
Anderson, Craig A (2004), An update on the effects of playing violent video games, Journal of Adolescence, Vol. 27, pp. 113–122.
Gentile DA, Lynch PJ, Linder JR, Walsh DA (2004), The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance, Journal of Adolescence, Vol. 27, Issue 1, pp. 5-22.
Funk, Jeanne B.; Baldacci, Heidi Bechtoldt; Pasold, Tracie; Baumgardner, Jennifer (2004), Violence exposure in real-life, video games, television, movies, and the internet: is there desensitization?, Journal of Adolescence, Vol. 27, Issue 1, pp. 23-39.
Krahé, B and Möller, I (2004), Playing violent electronic games, hostile attributional style, and aggression-related norms in German adolescents Journal of Adolescence, Vol. 27, Issue 1, pp. 53–69.
Uhlmann, E and Swanson, J (2004), Exposure to violent video games increases automatic aggressiveness av Eric Uhlmann, Journal of Adolescence, Vol. 27, Issue 1, pp. 41-52.
Benchmarking the cultivation approach to video game effects: a comparison of the correlates of TV viewing and game play av Jan Van Mierlo and Jan Van den Bulck in the Journal of Adolescence, Vol. 27, Issue 1, 2004.
Online computer gaming: a comparison of adolescent and adult gamers av M. D. Griffiths, Mark N. O. Davies and Darren Chappell in the Journal of Adolescence, Vol. 27, Issue 1, 2004.
Rapport framtagen av det danska Medierådet för barn och unga,
en sammanställning av den internationella forskningen på området.
Rapporten är framtagen av det danska Medierådet för barn och unga på inititiv av det danska Kulturministeriet och publicerad på Medierådets hemsida på svenska 2004.
Bailenson, J N, Blascovich, J, Beall, A C, Loomis, J M (2003), Interpersonal distance in immersive virtual environments. Personality and Social Psychology Bulletin, 29, 819–834.
Bryce, J and Rutter, J (2003) "Gender dynamics and the social and spatial organization of computer gaming," Leisure Studies, 22, pp. 1-15.
Egenfeldt-Nielsen, Simon och Heide Smith, Jonas, Datorspel och skadlighet (en forskningsöversikt framtagen till det danska Medierådet för barn och unga), september 2003.
Griffiths, Mark, Videogames: Advice for parents and teachers, Education and Health, vol. 21, No. 3, 2003.
Griffiths, M, Davies, M and Chappell, D (2003) "Breaking the Stereotype: the case of online gaming." CyberPsychology & Behavior, vol. 6, pp. 81-91.
Yee, N (2003) The Norrathian scrolls: a study of Everquest (version 2.5) On-line. Available: l.
Influence of Media Violence on Youth av Craig Anderson, Leonard Berkowitz, Edward Donnerstein, L. Rowell Huessman, James D. Johnson, Daniel Linz, Neil Malamuth and Ellen Wartella in Psychological Science in the Public Interest, December 2003.
Johnson, J G, et al, Television Viewing and Aggressive Behavior During Adolescence and Adulthood, Science Magazine, vol. 295, mars 2002.
Frank, Anders, Spelandets roll i framtiden. Rapport från Sveriges Tekniska Attachéer, 2000.
Jessen, Carsten och Sørensen, Birgitte H., Det er bare noget, der er lavet... Børn, computerspil, vold og virkelighed, december 1999.
Turkle, Sherry, Life on the Screen: Identity in the Age of the Internet, 1995.
Longitudinal Relations Between Children’s Exposure to TV Violence and Their Aggressive and Violent Behavior in Young Adulthood: 1977–1992 av Rowell Huesmann, Jessica Moise-Titus, Cheryl-Lyn Podolski and Leonard D. Eron in Developmental Psychology, Vol. 39, 2003.
Exposure to Violent Media: The Effects of Songs With Violent Lyrics on Aggressive Thoughts and Feelings av Craig Anderson, Nicholas Carnagey and Janie Eubanks in The Journal of Personality and Social Psychology, Vol 84, 2003.
Aggressive Youths, Violent Video Games Trigger Unusual Brain Activity by the Indiana University School of Medicine, December 2, 2002. Studien handlar om hur hjärnan påverkas av mediavåld.
Nettleton, S, Pleace N, Burrows, R and Muncer S (2002) "The Reality of Virtual Social Support," in S. Woolgar (ed.) Virtual Society? Technology, Cyberbole, Reality, Great Britain: Oxford University Press, pp. 176-189.
What Goes In Must Come Out: Children's Media Violence Consumption at Home and Aggressive Behaviors at School av Audrey M. Buchanan, Douglas A. Gentile, Ph.D., David A. Nelson, Ph.D., David A. Walsh, Ph.D., and Julia Hensel in Journal of Applied Developmental Psychology, Vol. 23. Copyright 2002 Elsevier Science Inc.
Watt, S, Lea, M and Spears, R (2002) "How social is Internet Communication? A Reappraisal of Bandwidth and Anonymity Effects," in S. Woolgar (ed.) Virtual Society? Technology, Cyberbole, Reality, Great Britain: Oxford University Press, pp. 61-78.
Woolgar, S (2002) "Five rules of virtuality," in S. Woolgar (ed.) Virtual Society? Technology, Cyberbole, Reality, Great Britain: Oxford University Press, pp. 1-23.
Pollner M (2002) "Inside the bubble: Communion, Cognition, and Deep Paly at the Intersection of Wall Street and Cyberspace," in S. Woolgar (ed.) Virtual Society? Technology, Cyberbole, Reality, Great Britain: Oxford University Press, pp. 230-247.
Ungar & Medier 2008 är en uppföljning av Ungar & Medier 2005 och 2006. Det är en omfattande studie om medievardagen för barn och unga (9-16 år), byggd på deras egna erfarenheter.
Ungar & Medier 2006
Läs Medierådets studie: "Ungar & Medier 2006"
Ungar & Medier 2005
Läs Medierådets studie: "Ungar & Medier 2005"