Effects of violent video games on aggressive behavior: Potential sex differences.
By Bruce D. Bartholow, Craig A. Anderson. 2002
292 citations recorded by the source corpus.
Subfields: Social Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/2b0904ad171ddb5d91f96208e04ffd3d267873bf
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Social Psychology
- C. Ferguson
- Tobias Greitemeyer
- Craig A. Anderson
- S. M. Rueda
- Brad J. Bushman
- N. L. Carnagey
- Sarah Ryan
- Arlin J. Benjamin
In Sociology and Political Science
- Tobias Greitemeyer
- Craig A. Anderson
- C. Ferguson
- Brad J. Bushman
- N. L. Carnagey
- S. M. Rueda
- Sarah Ryan
- Arlin J. Benjamin
Citations in the corpus
- Short-Term Violent Video Game Play by Adolescents Alters Prefrontal Activity During Cognitive Inhibition (2010, background): “…video game for 20 minutes or less were more likely to automatically associate themselves with aggressive traits (Uhlmann & Swanson, 2004) or to provide a more hostile noise blast to a confederate opponent (Anderson & Murphy, 2003; Bartholow & Anderson, 2002; Bartholow, Sestir, & Davis, 2005).”
- Prosocial video games reduce aggressive cognitions (2009, background): “For instance, exposure to violent video games increases aggressive thoughts (Anderson & Dill, 2000), state hostility and anxiety levels (Anderson & Ford, 1986), and aggressive behavior (Bartholow & Anderson, 2002) and decreases helping behavior (Sheese & Graziano, 2005).”
- Causal effects of violent sports video games on aggression: Is it competitiveness or violent content? (2009, methodology): “Aggressive behavior was calculated in two ways (e.g., Anderson et al., 2008; Bartholow & Anderson, 2002; Giancola, 2003).”
- Violent Video Games and Aggression (2008, background): “The various studies of video game violence that use the TCRTT (Anderson & Dill, 2000; Anderson & Murphy, 2003; Bartholow & Anderson, 2002; Bartholow et al., in press; Carnagey & Anderson, 2005) have all measured the results differently.”
- This is your brain on violent video games: Neural desensitization to violence predicts increased aggression following violent video game exposure (2011, unknown): “…capacity for violent video games to differentially affect aggressive behavior for men and women seems inconsistent, with some studies fi nding larger effects for men than women (Bartholow & Anderson, 2002), and other studies fi nding no such gender differences (e.g., Anderson & Dill, 2000, Study 2).”
- The Effects of Violent Video Games on Aggression (2010, background): “Anderson and Dill (2000), Bartholow and Anderson (2002), Anderson and Murphy (2003), Barlett et al. (2008), Carnagey and Anderson (2005), and Anderson and Carnagey (2009) all demonstrated to some degree that playing violent video games causes an increase in aggression.”
- Chronic violent video game exposure and desensitization to violence: Behavioral and event-related brain potential data. (2006, methodology): “…established the validity and reliability of this widely used aggression measure (e.g., Bernstein, Richardson, & Hammock, 1987; Giancola & Zeichner, 1995), and we have used it successfully in many of our previous studies (e.g., Bartholow & Anderson, 2002; Bartholow et al., in press; Bushman, 1995).”
- Violent video games: Specific effects of violent content on aggressive thoughts and behavior (2004, methodology): “In the present experiment we used a two-phase version of the task (Anderson, Anderson, Dorr, DeNeve, & Flanagan, 2000; Bartholow & Anderson, 2002; Lindsay & Anderson, 2000).”
- Violent Video Games and Aggressive Behavior in Young Women. (2003, methodology): “In this study we used a two-phase version of the task, one that we have successfully used in several experimental studies of aggression [Anderson et al., 2000; Bartholow and Anderson, 2002; Lindsay and Anderson, 2000].”
- How players manage moral concerns to make video game violence enjoyable (2006, methodology): “Instead, gender (e. g., Bartholow and Anderson, 2002; Lucas and Sherry, 2004), age as an indicator of development (e. g., Kirsh, 2003), and frequency of violent game usage (e. g., Anderson and Dill, 2000) were used as criteria to produce diversity in responses, because these factors have been…”
- Effects of songs with prosocial lyrics on prosocial thoughts, affect, and behavior. (2009, unknown): “…(Anderson & Ford, 1986), desensitization to violence (Bartholow, Bushman, & Sestir, 2006; Carnagey, Anderson, & Bushman, 2007), punitive behavior (Bartholow & Anderson, 2002), physical violence (Gentile et al., 2004), and criminal actions (Anderson & Dill, 2000), and decreases donations to a…”
- Media violence and the self: The impact of personalized gaming characters in aggressive video games on aggressive behavior (2010, background): “…display elevated levels of aggressive expectation within their social environment (Bushman & Anderson, 2002), and administer more noise blasts and electric shocks to other participants when in Milgram-derived experimental paradigms (Anderson & Dill, 2000; Bartholow & Anderson, 2002; Bushman, 1998).”
- Interactive effects of life experience and situational cues on aggression: The weapons priming effect in hunters and nonhunters (2005, methodology): “Similar findings are emerging from recent studies on the effects of exposure to violent video games (e.g., Anderson & Bushman, 2001; Anderson & Dill, 2000; Bartholow & Anderson, 2002 ).”
- The effect of the amount of blood in a violent video game on aggression, hostility, and arousal (2008, result): “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…”
- The Hitman Study Violent Video Game Exposure Effects on Aggressive Behavior, Hostile Feelings, and Depression (2010, result): “Although some studies provide evidence for violent game exposure leading to increased aggression (e.g., Anderson & Murphy, 2003; Bartholow & Anderson, 2002; Bartholow, Bushman, & Sestir, 2006) there are also a number of studies which do not support this link (e.g., Colwell & Kato, 2003; Ferguson,…”