Does Playing Violent Video Games Induce Aggression? Empirical Evidence of a Functional Magnetic Resonance Imaging Study
By René Weber, Ute Ritterfeld, Klaus Mathiak. 2006
249 citations recorded by the source corpus.
View Paper: https://www.semanticscholar.org/paper/025291afcd076e1fb3ee01f5a2140e92dcd46067
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Citations in the corpus
- Short-Term Violent Video Game Play by Adolescents Alters Prefrontal Activity During Cognitive Inhibition (2010, background): “Mathiak and Weber (2006) reported decreases in limbic (including amygdala) and anterior cingulate activity during violent events within a video game (see also Weber, Ritterfeld, & Mathiak, 2006 ), although the extended imaging session made the role of sustained neural activity in these regions dur”
- Just a Game? Unjustified Virtual Violence Produces Guilt in Empathetic Players (2010, background): “Such a notion is speculative, but corresponds to a growing amount of research indicating that users automatically respond to virtual environments to a certain extent as though they were real ( Bailenson et al, 2003 ; McCall, Blascovich, Young, & Persky, 2009 ; Nass & Moon, 2000 ; Slater et al, 20”
- Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: a meta-analytic review. (2010, unknown): “For example, previous research has mapped specific brain areas that are especially active during violent and nonviolent actions within the same game, using functional magnetic resonance imaging techniques (Weber et al., 2006).”
- Scientific and Pragmatic Challenges for Bridging Education and Neuroscience (2008, background): “Other social sciences, including communication (Anderson et al., 2006), political science (McDermott, 2004), and sociology (Wexler, 2006), are just beginning to confront the question of whether their research can be informed by neuroscience.”