Video Games Interventions to Reduce Radicalization and Violent Extremism in Young People: A Systematic Review
Abstract
Get full access to this article
View all access and purchase options for this article.
References
Biographies
Cite
Cite
Cite
Download to reference manager
If you have citation software installed, you can download citation data to the citation manager of your choice
Information, rights and permissions
Information
Published In
Keywords
Article versions
Authors
Authors’ Contribution
Metrics and citations
Metrics
Publication usage*
Total views and downloads: 1856
*Publication usage tracking started in December 2016
Publications citing this one
Receive email alerts when this publication is cited
Web of Science: 4 view articles Opens in new tab
Crossref: 5
- Topographies of hate: gender, identity, and exclusion in the digital culture of video games
- Violent Video Games, Recruitment and Extremism
- Modeling Cyclical and Event-Induced Variations in TikTok Comments on Violent Video Games: A Time Series Approach
- Ludo Star Game Addiction and Aggression: Social Support and Empathy as Moderators
- 2024 IEEE Gaming, Entertainment, and Media Conference (GEM)
- The Russian political elite and power image constructing peculiarities in contemporary video games (on the Metro Exodus materials)
Figures and tables
Figures & Media
Tables
View Options
Access options
If you have access to journal content via a personal subscription, university, library, employer or society, select from the options below:
loading institutional access options
Alternatively, view purchase options below:
Purchase 24 hour online access to view and download content.
Access journal content via a DeepDyve subscription or find out more about this option.
