Alisha Petrouske
Biographic Data
| ID | 9575801 |
|---|---|
| NAME | Alisha Petrouske |
| GIVEN NAMES | Alisha |
| FAMILY NAME | Petrouske |
| SIGNATURE | PETROUSKE A |
| AFFILIATIONS | University of Wisconsin–Oshkosh |
| VERIFIED | No |
| TOTAL WORKS | 2 |
| TOTAL CITATIONS | 0 |
| AUTHOR COUNT | 2 |
| EDITOR COUNT | 0 |
| FIRST PUBLICATION YEAR | 2020 |
| LATEST PUBLICATION YEAR | 2024 |
| H-INDEX | 0 |
Playing the Hero or Playing the Villain
Five experiments were conducted to evaluate whether violent video game play as a deviant character produces higher aggression than does violent video game play as a heroic character. In all experiments, participants read a brief description of their character as either deviant or heroic before playing the same game. Participants were more aggressive if they played alone as the deviant character than the heroic character (Experiments 1–5). The rol…
Nontraditional and Struggling
Few researchers have examined the mental health needs of nontraditional student clients (age 25 and older) using a multisite counseling center sample. This study ( N = 4,499) included 630 nontraditional students (age 25 and older) who sought counseling services across one state university system. Compared with traditional‐age student clients, nontraditional clients were more demographically diverse, presented with different concerns and challenge…
No prominent works on this page.
Nontraditional and Struggling
Few researchers have examined the mental health needs of nontraditional student clients (age 25 and older) using a multisite counseling center sample. This study ( N = 4,499) included 630 nontraditional students (age 25 and older) who sought counseling services across one state university system. Compared with traditional‐age student clients, nontraditional clients were more demographically diverse, presented with different concerns and challenge…
Playing the Hero or Playing the Villain
Five experiments were conducted to evaluate whether violent video game play as a deviant character produces higher aggression than does violent video game play as a heroic character. In all experiments, participants read a brief description of their character as either deviant or heroic before playing the same game. Participants were more aggressive if they played alone as the deviant character than the heroic character (Experiments 1–5). The rol…
Psychology (2 works) · Aggression (1 works) · Art (1 works) · Bullying, Victimization, and Aggression (1 works) · Clinical Psychology (1 works) · Digital Games and Media (1 works) · Distress (1 works) · Gerontology (1 works) · Healthcare professionals’ stress and burnout (1 works) · HERO (1 works)