1. Video game culture: playing with masculinity, violence and pleasure;Alloway,1998
2. Children’s Journeys through the Information Age;Calvert,1999
3. Impact of virtual reality on young adults’ physiological arousal and aggressive thoughts. Interaction versus observation;Calvert,1996
4. The interactions between computer and television usage;Coffey;Journal of Advertising Research,1997
5. Lifestyles and consumption patterns;Cosmas;Journal of Consumer Research,1982