Violent Videogames, Telepresence, Presumed Influence, and Support for Taking Restrictive and Protective Actions
This study examines the perceived impact of violent videogames from an influence of presumed influence perspective. The role of perceived telepresence and the amount of time spent playing violent videogames in influencing people’s beliefs about the effects of such games were hypothesized and tested....
Main Authors: | Xudong Liu, Ven-hwei Lo, Ran Wei |
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Format: | Article |
Language: | English |
Published: |
SAGE Publishing
2020-05-01
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Series: | SAGE Open |
Online Access: | https://doi.org/10.1177/2158244020919524 |
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