Violent video games: Specific effects of violent content on aggressive thoughts and behavior
By Craig A. Anderson, N. L. Carnagey, Mindy E. Flanagan, Arlin J. Benjamin, Janie P. Eubanks, Jeffery Valentine. 2004
392 citations recorded by the source corpus.
Subfields: Literature and Literary Theory, Social Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/28898c8e334498726fa5a407202b7cad354f4608
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Literature and Literary Theory
- Tobias Greitemeyer
- Craig A. Anderson
- Silvia Osswald
- Brad J. Bushman
- Dirk O. Mügge
- Patrick M. Markey
- Gary W. Giumetti
- Muniba Saleem
In Social Psychology
- Tobias Greitemeyer
- Craig A. Anderson
- Brad J. Bushman
- N. L. Carnagey
- Andrew K. Przybylski
- Richard M. Ryan
- Dirk O. Mügge
- Patrick M. Markey
In Sociology and Political Science
- Tobias Greitemeyer
- Craig A. Anderson
- Brad J. Bushman
- N. L. Carnagey
- Richard M. Ryan
- Arlin J. Benjamin
- Dirk O. Mügge
- Patrick M. Markey
Citations in the corpus
- Effects of video-game play on information processing: A meta-analytic investigation (2013, background): “…Rooij, Schoenmakers, Vermulst, van den Eijnden, & Van de Mheen, 2011), that violent video games might encourage people to behave aggressively (C. A. Anderson et al., 2004; C. A. Anderson et al., 2010; Dill & Dill, 1998; but see Adachi & Willoughby, 2011, and Ferguson, San Miguel, Garza, &…”
- The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing (2009, background): “For example, Anderson and colleagues typically found that college students who played a violent game delivered more intense noise blasts (a well-established laboratory measure of aggression) than those who played a nonviolent game (Anderson et al., 2004; Carnagey & Anderson, 2005).”
- The Effect of Video Game Competition and Violence on Aggressive Behavior: Which Characteristic Has the Greatest Influence? (2011, background): “Some researchers believe that they have already shown that violent video games are a risk factor for aggressive behavior (Anderson et al., 2010) and that this effect stems from the violent content in the games (Anderson et al., 2004).”
- The effect of video game violence on physiological desensitization to real-life violence. (2007, background): “The smaller video game literature has found that playing violent video games causes increases in aggressive behavior, aggressive aVect, aggressive cognitions, physiological arousal, and decreases in prosocial behavior (Anderson et al., 2004).”
- Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: a meta-analytic review. (2010, background): “Nonetheless, several meta-analytic reviews have reported significant harmful effects of exposure to violent video games, both in short-term experimental studies and in crosssectional correlational studies (Anderson, 2004; Anderson & Bushman, 2001; Anderson et al., 2004; Sherry, 2001).”
- Media violence and the self: The impact of personalized gaming characters in aggressive video games on aggressive behavior (2010, background): “…that can be triggered by violent video games, such as aggressive self-perceptions; increased arousal and associated self-activation; identification with aggressive game content; and self-efficacy beliefs about aggressive behavior (cf. Anderson et al., 2004; Anderson & Dill, 2000; Bushman, 1998).”
- Video Games Do Affect Social Outcomes (2014, background): “These cognitive and affective variables in turn partly account for the effects of violent video game play on aggressive behavior (e.g., Anderson et al., 2004).”
- Personality and aggressive behavior under provoking and neutral conditions: a meta-analytic review. (2006, result): “Consistent with the findings for trait aggressiveness, study results (Anderson et al., 2004; Lindsay, 1999; Renzi, Caprara, Crudele, Galante, & Giannone, 1984) for trait irritability show that, even when situations are relatively neutral, individuals who are high in trait irritability engage in high”
- Prosocial video games reduce aggressive cognitions (2009, methodology): “Participants received a list of 50 word fragments, which were adapted from Anderson and colleagues (Anderson, Carnagey, & Eubanks, 2003; Anderson et al., 2004).”
- Causal effects of violent sports video games on aggression: Is it competitiveness or violent content? (2009, background): “This usually is accomplished by selecting nonviolent games that are equally arousing (e.g., Anderson et al., 2004).”
- The role of the media in body image concerns among women: a meta-analysis of experimental and correlational studies. (2008, result): “…the most up-to-date literature demonstrated that both experimental and correlational studies, on average, yielded an effect of violent video games on aggressive behavior that was comparable to the effects reported in the current study (average effect size r .28; C. A. Anderson et al., 2004).”
- A Motivational Model of Video Game Engagement (2010, methodology): “The nonviolent game used in the original study of Anderson et al. (2004) had a relatively simple control interface, whereas the violent game had a much more difficult and complex one. It was expected that participants randomly assigned to play the nonviolent game would therefore experience greater m”
- Direct and indirect relations between the Big 5 personality traits and aggressive and violent behavior (2012, background): “…are related to aggressive behavior (see Anderson & Bushman, 2002), (b) how the Big 5 are related to aggressive behavior (e.g., Sharpe & Desai, 2001), and (c) how the Big 5 are related to aggressive emotions (e.g., McCullough et al., 2001) and aggressive attitudes (e.g., Anderson et al., 2004).”
- Contextual Features of Violent Video Games, Mental Models, and Aggression (2006, background): “Experimental work using more current games and conducted with college students has also found violent game exposure to be linked to aggressive behavior (Anderson & Murphy, 2003; Anderson et al., 2004).”
- Does Playing Violent Video Games Induce Aggression? Empirical Evidence of a Functional Magnetic Resonance Imaging Study (2006, background): “Multiple theories have been developed to explain how exposure to violence in media—and video games in particular—could cause both short- and long-term increases in human aggression and violence (for reviews, see Anderson, 2003; Anderson et al., 2003; Anderson & Bushman, 2002a; Anderson et al., 2004;”
- Relationship Between Screen Time and Chinese Children’s Cognitive and Social Development (2020, background): “This result may be due to the violent content of some games (Anderson et al., 2004; Anderson, Gentile, & Buckley, 2007).”