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Anantha Ubaradka

Biographic Data

ID8682908
NAMEAnantha Ubaradka
GIVEN NAMESAnantha
FAMILY NAMEUbaradka
SIGNATUREUBARADKA A
AFFILIATIONSO. P. Jindal Global University
ORCID0000-0002-7709-1073
VERIFIEDYes
TOTAL WORKS3
TOTAL CITATIONS0
WORKS AS AUTHOR3
WORKS AS EDITOR0
FIRST PUBLICATION YEAR2025
LATEST PUBLICATION YEAR2026
H-INDEX0
  • High trait emotional intelligence lessens the impact of the dark triad on trolling propensity

    Open Access•Anantha Ubaradka, Sanjram Premjit Khanganba et al.•ARTICLE•Current Psychology•2026

  • Habitual engagement with violent video games does not translate virtual aggression to real-world emotional processing

    Open Access•Anantha Ubaradka, Sanjram Premjit Khanganba•ARTICLE•Humanities and Social Sciences…•2026

    This study examined the effects of habitual violent video gaming on emotional processing, focusing on its impact on the recognition of positive and negative facial emotions. Sixty habitual gamers participated, which included violent video gamers (VVGs; n = 30, M age = 20.03 years, SD = 0.92), who specifically engaged in playing first-person shooters (FPS), and non-violent video gamers (NVVGs; n = 30, M age = 21.23, SD = 3.64). Participants comple…

  • Video games as conduits for radicalization

    Anantha Ubaradka, Christopher J Ferguson et al.•ARTICLE•Psychology of Popular Media•2025

No prominent works on this page.

  • Video games as conduits for radicalization

    Anantha Ubaradka, Christopher J Ferguson et al.•ARTICLE•Psychology of Popular Media•2025

  • High trait emotional intelligence lessens the impact of the dark triad on trolling propensity

    Open Access•Anantha Ubaradka, Sanjram Premjit Khanganba et al.•ARTICLE•Current Psychology•2026

  • Habitual engagement with violent video games does not translate virtual aggression to real-world emotional processing

    Open Access•Anantha Ubaradka, Sanjram Premjit Khanganba•ARTICLE•Humanities and Social Sciences…•2026

    This study examined the effects of habitual violent video gaming on emotional processing, focusing on its impact on the recognition of positive and negative facial emotions. Sixty habitual gamers participated, which included violent video gamers (VVGs; n = 30, M age = 20.03 years, SD = 0.92), who specifically engaged in playing first-person shooters (FPS), and non-violent video gamers (NVVGs; n = 30, M age = 21.23, SD = 3.64). Participants comple…

Bullying, Victimization, and Aggression (2 works) · Impact of Technology on Adolescents (2 works) · Aggression (1 work) · Anger (1 work) · Authoritarianism (1 work) · Big Five personality traits (1 work) · Dark triad (1 work) · Emotion and Mood Recognition (1 work) · Emotional intelligence (1 work) · Gaze (1 work)

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