Angeline Khoo
Biographic Data
| ID | 5763406 |
|---|---|
| NAME | Angeline Khoo |
| GIVEN NAMES | Angeline |
| FAMILY NAME | Khoo |
| SIGNATURE | KHOO A |
| AFFILIATIONS | Nanyang Technological University |
| VERIFIED | No |
| TOTAL WORKS | 11 |
| TOTAL CITATIONS | 31 |
| AUTHOR COUNT | 11 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2003 |
| LATEST PUBLICATION YEAR | 2026 |
| H-INDEX | 3 |
The Predictors and Consequences of Cyberbullying Perpetration and Cyber‐Victimization
INTRODUCTION: Extensive research has demonstrated the deleterious effects of both cyberbullying perpetration and cyberbullying victimization on youth and adults alike. Most research, to date, is segmented into focusing on the predictors of cyberbullying perpetration or the outcomes of being cyber-victimized, which presents an incomplete theoretical understanding of cyberbullying. Therefore, the current research tests a novel theory that combines …
Bedroom media
Mass media have numerous effects on children, ranging from influencing school performance to increased or reduced aggression. What we do not know, however, is how media availability in the bedroom moderates these effects. Although several researchers have suggested that bedroom media may influence outcomes by displacing other activities (the displacement hypothesis) or by changing the content of media consumed (the content hypothesis), these have…
IZ Hero adventure
Long-Term Relations Among Prosocial-Media Use, Empathy, and Prosocial Behavior
Despite recent growth of research on the effects of prosocial media, processes underlying these effects are not well understood. Two studies explored theoretically relevant mediators and moderators of the effects of prosocial media on helping. Study 1 examined associations among prosocial- and violent-media use, empathy, and helping in samples from seven countries. Prosocial-media use was positively associated with helping. This effect was mediat…
Pathological video-gaming among youth
The primary aim of the study was to understand the phenomenon of pathological videogaming by identifying protective factors for its development, and examining the dynamic interplay between protective factors and pathological video-gaming within a framework of change. The study was a 2-year longitudinal study involving 3034 children and adolescents recruited from 6 elementary and 6 secondary schools. Controlling for initial levels of pathological …
Construct and Predictive Validity of a Brief MMO Player Motivation Scale
The purpose of the present paper is to validate a short version of the MMO Player Motivation scale. Two studies were conducted using adolescent gamers from Singapore secondary schools. Study 1 used a cross-sectional design for item deduction. Study 2 used a 2-year longitudinal design for scale validation. The results showed that the brief scale conformed to the three-factor motivation model, including achievement, socialization, and immersion. Th…
Testing the reliability and validity of different measures of violent video game use in the United States, Singapore, and Germany
To examine the potential link between violent video game play and aggressive behavior, reliable and valid measures of the level of violence in video games are required. A range of different approaches have been used in the literature, and it is not clear to what extent they converge or measure different constructs. To address this question, three large longitudinal data sets covering at least 12 months were used from the United States (N 1,232), …
Effects of Digital Game Play Among Young Singaporean Gamers
Using a large sample of Singaporean children and adolescents from primary and secondary schools, this study provides important results on changes in amount of time spent on gaming and violent content exposure, and the effects of such changes on academic performance, pathological gaming, aggressive cognitions and empathic attitudes.This study provided support for the hypothesis that excessive gaming was related to poorer academic performance and m…
Video game playing, attention problems, and impulsiveness
The present study examines video game playing as it relates to attention problems and impulsiveness in a sample of 3,034 children and adolescents from Singapore measured over 3 years. Consistent with previous research, those who spend more time playing video games subsequently have more attention problems, even when earlier attention problems, sex, age, race, and socioeconomic status are statistically controlled. Violent content may have a unique…
The Effects of Prosocial Video Games on Prosocial Behaviors
Although dozens of studies have documented a relationship between violent video games and aggressive behaviors, very little attention has been paid to potential effects of prosocial games. Theoretically, games in which game characters help and support each other in nonviolent ways should increase both short-term and long-term prosocial behaviors. We report three studies conducted in three countries with three age groups to test this hypothesis. I…
School Misbehaviour as a Coping Strategy for Negative Social Comparison and Academic Failure
Video game playing, attention problems, and impulsiveness
The present study examines video game playing as it relates to attention problems and impulsiveness in a sample of 3,034 children and adolescents from Singapore measured over 3 years. Consistent with previous research, those who spend more time playing video games subsequently have more attention problems, even when earlier attention problems, sex, age, race, and socioeconomic status are statistically controlled. Violent content may have a unique…
Testing the reliability and validity of different measures of violent video game use in the United States, Singapore, and Germany
To examine the potential link between violent video game play and aggressive behavior, reliable and valid measures of the level of violence in video games are required. A range of different approaches have been used in the literature, and it is not clear to what extent they converge or measure different constructs. To address this question, three large longitudinal data sets covering at least 12 months were used from the United States (N 1,232), …
Bedroom media
Mass media have numerous effects on children, ranging from influencing school performance to increased or reduced aggression. What we do not know, however, is how media availability in the bedroom moderates these effects. Although several researchers have suggested that bedroom media may influence outcomes by displacing other activities (the displacement hypothesis) or by changing the content of media consumed (the content hypothesis), these have…
School Misbehaviour as a Coping Strategy for Negative Social Comparison and Academic Failure
IZ Hero adventure
School Misbehaviour as a Coping Strategy for Negative Social Comparison and Academic Failure
The Effects of Prosocial Video Games on Prosocial Behaviors
Although dozens of studies have documented a relationship between violent video games and aggressive behaviors, very little attention has been paid to potential effects of prosocial games. Theoretically, games in which game characters help and support each other in nonviolent ways should increase both short-term and long-term prosocial behaviors. We report three studies conducted in three countries with three age groups to test this hypothesis. I…
Effects of Digital Game Play Among Young Singaporean Gamers
Using a large sample of Singaporean children and adolescents from primary and secondary schools, this study provides important results on changes in amount of time spent on gaming and violent content exposure, and the effects of such changes on academic performance, pathological gaming, aggressive cognitions and empathic attitudes.This study provided support for the hypothesis that excessive gaming was related to poorer academic performance and m…
Video game playing, attention problems, and impulsiveness
The present study examines video game playing as it relates to attention problems and impulsiveness in a sample of 3,034 children and adolescents from Singapore measured over 3 years. Consistent with previous research, those who spend more time playing video games subsequently have more attention problems, even when earlier attention problems, sex, age, race, and socioeconomic status are statistically controlled. Violent content may have a unique…
Construct and Predictive Validity of a Brief MMO Player Motivation Scale
The purpose of the present paper is to validate a short version of the MMO Player Motivation scale. Two studies were conducted using adolescent gamers from Singapore secondary schools. Study 1 used a cross-sectional design for item deduction. Study 2 used a 2-year longitudinal design for scale validation. The results showed that the brief scale conformed to the three-factor motivation model, including achievement, socialization, and immersion. Th…
Testing the reliability and validity of different measures of violent video game use in the United States, Singapore, and Germany
To examine the potential link between violent video game play and aggressive behavior, reliable and valid measures of the level of violence in video games are required. A range of different approaches have been used in the literature, and it is not clear to what extent they converge or measure different constructs. To address this question, three large longitudinal data sets covering at least 12 months were used from the United States (N 1,232), …
Long-Term Relations Among Prosocial-Media Use, Empathy, and Prosocial Behavior
Despite recent growth of research on the effects of prosocial media, processes underlying these effects are not well understood. Two studies explored theoretically relevant mediators and moderators of the effects of prosocial media on helping. Study 1 examined associations among prosocial- and violent-media use, empathy, and helping in samples from seven countries. Prosocial-media use was positively associated with helping. This effect was mediat…
Pathological video-gaming among youth
The primary aim of the study was to understand the phenomenon of pathological videogaming by identifying protective factors for its development, and examining the dynamic interplay between protective factors and pathological video-gaming within a framework of change. The study was a 2-year longitudinal study involving 3034 children and adolescents recruited from 6 elementary and 6 secondary schools. Controlling for initial levels of pathological …
IZ Hero adventure
Bedroom media
Mass media have numerous effects on children, ranging from influencing school performance to increased or reduced aggression. What we do not know, however, is how media availability in the bedroom moderates these effects. Although several researchers have suggested that bedroom media may influence outcomes by displacing other activities (the displacement hypothesis) or by changing the content of media consumed (the content hypothesis), these have…
The Predictors and Consequences of Cyberbullying Perpetration and Cyber‐Victimization
INTRODUCTION: Extensive research has demonstrated the deleterious effects of both cyberbullying perpetration and cyberbullying victimization on youth and adults alike. Most research, to date, is segmented into focusing on the predictors of cyberbullying perpetration or the outcomes of being cyber-victimized, which presents an incomplete theoretical understanding of cyberbullying. Therefore, the current research tests a novel theory that combines …
Psychology (11 works) · Social Psychology (9 works) · Developmental psychology (8 works) · Child Development and Digital Technology (7 works) · Impact of Technology on Adolescents (7 works) · Bullying, Victimization, and Aggression (6 works) · Social Psychology (5 works) · Computer Science (4 works) · Medicine (4 works) · Video game (4 works)