Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature
By Craig A. Anderson, Brad J. Bushman. Psychology Science, 2001
2,164 citations recorded by the source corpus.
Subfields: Education, Social Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/0d2b713b3127738b3123264aefb11dde2101ddae
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Education
- C. Ferguson
- D. A. Gentile
- Mark D. Griffiths
- Tobias Greitemeyer
- Craig A. Anderson
- Jeroen Jansz
- Christopher P. Barlett
- Brad J. Bushman
In Social Psychology
- C. Ferguson
- Craig A. Anderson
- Tobias Greitemeyer
- D. A. Gentile
- Brad J. Bushman
- Jean M. Twenge
- S. M. Rueda
- Christopher P. Barlett
In Sociology and Political Science
- C. Ferguson
- Mark D. Griffiths
- Craig A. Anderson
- Tobias Greitemeyer
- D. A. Gentile
- Dmitri Williams
- Brad J. Bushman
- N. Yee
Citations in the corpus
- Orientations to Video Games Among Gender and Age Groups (2010, background): “Empirical video games research has focused largely on traditional media effects issues, particularly the effects of violent video games on aggression (see Anderson & Bushman, 2001; Funk, 1992; MediaScope, 1996; Sherry, 2001).”
- Gender, Simulation, and Gaming: Research Review and Redirections (2010, background): “For example, in their meta-analysis of the studies of the effects of violence and video game play, Anderson and Bushman (2001) found no sex-based differences for aggressive behaviors.”
- Violent Video Games and Hostile Expectations: A Test of the General Aggression Model (2002, background): “…of the research literature, there is sufficient research to conclude that violent video game exposure can cause increases in aggressive behavior and that repeated exposure to violent video games is linked to serious forms of aggression and violence (Anderson & Bushman, 2001; Anderson & Dill, 2000).”
- Virtual Cultivation: Online Worlds, Offline Perceptions (2006, background): “…have claimed that this higher degree of activity will make any effects stronger than for the relatively passive experience of television viewing (Anderson & Bushman, 2001; Anderson & Dill, 2000), an assumption disputed by others in what has become a hotly contested research area (Dill & Dill,…”
- The effect of the amount of blood in a violent video game on aggression, hostility, and arousal (2008, background): “This was predicted by the GAM and replicates the findings from previous work (e.g., Anderson & Dill, 2000; Bartholow & Anderson, 2002).3 Further analyses revealed the blood present conditions had a significant increase in arousal and hostility, while those in the blood absent condition did not have ”
- I3 Theory: Instigating, impelling, and inhibiting factors in aggression (2011, neutral): “Examples include uncomfortable temperatures (Anderson, Anderson, Dorr, DeNeve, & Flanagan, 2000), physical pain (Berkowitz, 1998), and exposure to violent media (Anderson & Bushman, 2001; Anderson, Carnagey, & Eubanks, 2003).”
- Media violence and the self: The impact of personalized gaming characters in aggressive video games on aggressive behavior (2010, background): “Although the GAM addresses self-relevant processes as a function of violent media consumption in its core assumptions (cf. Anderson & Bushman, 2001; Anderson & Dill, 2000; Bushman, 1998), the effects of video games on processes of the self are a rather under-investigated area in video game research…”
- Short-Term Violent Video Game Play by Adolescents Alters Prefrontal Activity During Cognitive Inhibition (2010, methodology): “This question is important because research showing persistent effects of media violence exposure on aggressive thoughts, feelings, and behaviors would be consistent with GAM (Anderson & Bushman, 2001).”
- Chronic violent video game exposure and desensitization to violence: Behavioral and event-related brain potential data. (2006, background): “Hundreds of studies have shown that exposure to media violence increases aggression (see Anderson & Bushman, 2001; Anderson et al., 2003).”
- The Effects of Technological Advancement and Violent Content in Video Games on Players’ Feelings of Presence, Involvement, Physiological Arousal, and Aggression (2007, background): “H6 predicted that violent content would increase accessibility of aggressive thoughts in players because aggressive cognition has been viewed as a key route by which violent video games might influence player aggression (e.g., Anderson & Bushman, 2001; Anderson & Dill, 2000), but this hypothesis w”
- Identification With Video Game Characters as Automatic Shift of Self-Perceptions (2010, background): “…the experience of playing video games is important in order to explain their strong motivational appeal as well as their potential positive effects, such as learning (Ritterfeld, Cody, & Vorderer, 2009), or their undesirable impacts, such as increased aggression (e.g., Anderson & Bushman, 2001).”
- The Hitman Study Violent Video Game Exposure Effects on Aggressive Behavior, Hostile Feelings, and Depression (2010, background): “Early meta-analyses (Anderson, 2004; Anderson & Bushman, 2001) found small but significant effects for video game violence on aggressive behavior (r = .14 for aggression toward other people).”