Effects of Violent Video Games on Aggressive Behavior, Helping Behavior, Aggressive Thoughts, Angry Feelings, and Physiological Arousal. - Brad Bushman (ICEC, 2004)

The Appeal of Violent Video Games to Lower Educated Aggressive Adolescent Boys from Two Countries. - Jeroen S. Lemmens; Brad Bushman; Elly A. Konijn (Cyberpsychology Behav. Soc. Netw., 2006)

When Items Become Victims: Brand Memory in Violent and Nonviolent Games. - André Melzer; Brad Bushman; Ulrich G. Hofmann (ICEC, 2008)

Unresponsive or un-noticed?: Cyberbystander intervention in an experimental cyberbullying context. - Kelly P. Dillon; Brad J. Bushman (Comput. Hum. Behav., 2015)

Violent Video Games and Reciprocity. - John A. Velez; Tobias Greitemeyer; Jodi L. Whitaker; David R. Ewoldsen; Brad J. Bushman (Commun. Res., 2016)

The Content-based Media Exposure Scale (C-ME): Development and Validation. - Anouk den Hamer; Elly A. Konijn; Xanthe S. Plaisier; Micha G. Keijer; L. C. Krabbendam; Brad J. Bushman (Comput. Hum. Behav., 2017)

White Paper - Objectionable Online Content: What is harmful, to whom, and why. - Thamar Solorio; Mahsa Shafaei; Christos Smailis; Brad J. Bushman; Douglas A. Gentile; Erica Scharrer; Laura Stockdale; Ioannis A. Kakadiaris (CoRR, 2021)