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Violent Video Game Effects on Aggression, Empathy, and Prosocial Behavior in Eastern and Western Countries

, , , , , , , and . 136 (2): 151--173 (2010)

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Violent Video Game Effects on Aggression, Empathy, and Prosocial Behavior in Eastern and Western Countries, , , , , , , and . 136 (2): 151--173 (2010)Systematic Analysis of In-Game Purchases and Social Features of Mobile Social Games in Japan., , and . DiGRA Conference, Digital Games Research Association, (2015)A visualization approach to improve medication safety: Association between medication prescribing and decision-making information., , , , , and . AMIA, AMIA, (2018)The impact of emotions and values on medication errors: Analysis using a text mining approach., , , , , , and . AMIA, AMIA, (2020)Modeling the Cognitive Diagnostic Process, Mapping Factors Associated with Diagnostic Errors, and Analysis of Measures to Prevent Diagnostic Errors., , , , , and . AMIA, AMIA, (2017)An approach for preventive healthcare for elderly people in Japan using an information and communication technology-based system., , , , , , and . AMIA, AMIA, (2017)The impact of emotion on medication errors: A text mining analysis approach., , , , , , , and . AMIA, AMIA, (2019)A New Approach to Maternal and Child Health Care in Japan Using an Internet-Based System., , , , and . AMIA, AMIA, (2012)Implementation of a Mobile Electronic Medical Record System that Uses a Problem-oriented Contiguous Timeline View., , , , , and . AMIA, AMIA, (2015)Implementation of a Shared Electronic Medical Record System that Utilizes a Problem-oriented Contiguous Timeline View., , , , , , , , and . AMIA, AMIA, (2013)