References
[1]. Entertainment Software Association. (2023). Essential facts about the U.S. video game industry. https: //www.theesa.com/wp-content/uploads/2024/02/ESA_2023_Essential_Facts_FINAL_07092023-1.pdf
[2]. Anderson, C.A., et al. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. Psychological Bulletin, 136(2): 151-173.
[3]. Dolot, A. (2018).The Characteristics of Generation Z. E-mentor, 44-50.
[4]. Sidorcuka, I. and Chesnovicka, A. (2017). Methods of Attraction and Retention of Generation Z Staff. CBU International Conference Proceedings, 5: 807-814.
[5]. Hummer, T.A., et al. (2010). Short-Term violent video game play by adolescents alters prefrontal activity during cognitive inhibition. Media Psychology, 13(2): 136-154.
[6]. Aliyari, H., et al. (2018). The beneficial or harmful effects of computer game stress on cognitive functions of players. Basic and Clinical Neuroscience Journal, 9(3): 177-186.
[7]. Bandura, A. (1978). Social Learning Theory of Aggression. Journal of Communication, 28(3): 12-29.
[8]. Anderson, C.A. and Bushman, B.J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A Meta-Analytic Review of the Scientific Literature. Psychological Science, 12(5): 353-359.
[9]. Ivarsson, M., et al. (2013). The effect of violent and nonviolent video games on heart rate variability, sleep, and emotions in adolescents with different violent gaming habits. Psychosomatic Medicine, 75(4): 390-396.
[10]. Cheng, S. (2025). The impact of violent video games on adolescent aggression and its psychological mechanisms. Advances in Social Sciences, 14(1): 47-53.
[11]. Mathias, C.W., et al. (2018) A test of the psychometric characteristics of the BIS-Brief among three groups of youth. Psychol Assess, 30(7): 847-856.
[12]. Borrego-Ruiz, A. and Borrego, J.J. (2025). Adolescent Aggression: A Narrative Review on the Potential Impact of Violent Video Games. Psychology International, 7(1): 12.
[13]. Lobel, A., et al. (2017) Video Gaming and Children's Psychosocial Wellbeing: A Longitudinal Study. J Youth Adolesc. 46(4): 884-897.
[14]. Saleem, M., Anderson, C.A. and Gentile, D.A. (2012) Effects of Prosocial, Neutral, and Violent Video Games on Children's Helpful and Hurtful Behaviors. Aggress Behav. , 38(4): 281-287.