The Effect of Video Game Competition and Violence on Aggressive Behavior: Which Characteristic Has the Greatest Influence?
By Paul J. C. Adachi, Teena Willoughby. 2011
274 citations recorded by the source corpus.
Subfields: Social Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/2cab940f9292928a48d57c375259442c9dc7d7e7
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
- Teena Willoughby
- Paul J. C. Adachi
- C. Ferguson
- D. Dyck
- S. M. Rueda
- Tobias Greitemeyer
- Dirk O. Mügge
- Pamela M. Kato
In Sociology and Political Science
- C. Ferguson
- Teena Willoughby
- Paul J. C. Adachi
- D. Dyck
- S. M. Rueda
- Tobias Greitemeyer
- Dirk O. Mügge
- Cheryl K. Olson
Citations in the corpus
- Paradigm change in aggression research: The time has come to retire the General Aggression Model (2012, background): “When those other variables are considered, GAM related concepts drop to nonsignificance as predictors of aggression (e.g., Adachi & Willoughby, 2011; Ferguson et al., 2009; Ferguson et al., 2008; Przybylski, Rigby, & Ryan, 2010).”
- Effects of video-game play on information processing: A meta-analytic investigation (2013, background): “…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, & Jerabeck, 2012, for evidence disputing this claim), and that video-game play might be…”
- In the eye of the beholder: Thin-ideal media affects some, but not most, viewers in a meta-analytic review of body dissatisfaction in women and men. (2013, unknown): “For instance, in the field of video game violence, recent research has illuminated that many studies failed to match video game conditions carefully, introducing levels of competitiveness (Adachi & Willoughby, 2011) or complexity of controls (Przybylski, Rigby, & Ryan, 2010) as confounds.”
- Do Video Games Promote Positive Youth Development? (2013, background): “For example, we recently found that video game competitiveness, not violence, had the greatest influence on aggressive behavior (Adachi & Willoughby, 2011).”
- The Pervasive Problem With Placebos in Psychology (2013, background): “…control condition could overcome the surface plausibility of that association, thereby eliminating expectation effects and demand characteristics (Ferguson & Dyck, 2012; see Adachi & Willoughby, 2011, for an alternative explanation for violent game effects when games are more closely matched)?”