Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life.
By Craig A. Anderson, Karen E. Dill. Journal of Personality and Social Psychology, 2000
1,811 citations recorded by the source corpus.
Subfields: Social Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/46f00a1f1d09b26ef4f640e593922708ebdb28c4
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
- Craig A. Anderson
- Tobias Greitemeyer
- D. A. Gentile
- Brad J. Bushman
- S. M. Rueda
- N. L. Carnagey
- N. Yee
In Sociology and Political Science
- C. Ferguson
- Craig A. Anderson
- Tobias Greitemeyer
- Mark D. Griffiths
- D. A. Gentile
- Dmitri Williams
- Brad J. Bushman
- N. Yee
Citations in the corpus
- 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 (2001, positive): “Violent media increase aggression by teaching observers how to aggress, by priming aggressive cognitions (including previously learned aggressive scripts and aggressive perceptual schemata), by increasing arousal, or by creating an aggressive affective state.”
- Video Games and Spatial Cognition (2010, background): “However, the violent nature of FPS and other action and driving games is of concern to many people given that FPS games are thought to encourage aggressive behavior (Anderson & Dill, 2000) or risk taking (Fischer et al., 2009).”
- Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: a meta-analytic review. (2010, methodology): “Measurement procedures, similar to those used by Anderson and Dill (2000) , that elicit violence and time ratings for each specific game played by the participant appear to yield larger effect sizes than do other methods.”
- Violent Video Games Induce an Affect Processing Bias (2005, positive): “This connection has been found using both correlational (e.g., Fling et al., 1992; Griffiths & Hunt, 1995) and experimental (e.g., Anderson & Dill, 2000; Ballard & Lineberger, 1999) methodologies.”
- Still a Man's Game: Gender Representation in Online Reviews of Video Games (2006, background): “Though much social scientific research and popular debate has focused on the effects of violent video game content (e.g., Anderson & Bushman, 2001; Anderson & Dill, 2000; Copeland, 2004; Scott, 1995; Sherry, 2001), gender representation in games has received some attention.”
- Predicting exposure to and liking of media violence: a uses and gratifications approach (2005, methodology): “In the next section, we will review these areas of research and then link the two areas by applying them to a uses and gratifications framework.”
- Not so doomed: computer game play and positive adolescent development (2002, background): “Our findings also differed from those of Anderson and Dill (2000, Study 1) who found a negative correlation between amount of video game play and GPA.”
- Cultural Framing of Computer/Video Games (2002, background): “Anderson and Dill (2000) found that players who lost a round of Wolfenstein 3D "punished" opposing players with a noise blast that lasted 6.81 seconds, compared to Myst players, who blasted opponents for 6.65 seconds - a .16 second difference (there was no difference between players who won their…”
- The Influence of Competitive and Cooperative Group Game Play on State Hostility (2007, methodology): “The competitive and cooperative manipulation followed the protocol used by Anderson and Morrow (1995). In the cooperative condition, each group member was instructed to work cooperatively with one, three, or five other members against a same-sized group.”
- Virtual Cultivation: Online Worlds, Offline Perceptions (2006, methodology): “The cultivation hypotheses were tested with four separate crime measures taken from Anderson and Dill’s (2000) video game study, rather than a single crime variable found in some prior studies (Romer et al.”
- 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”
- Video Games Do Affect Social Outcomes (2014, background): “Likewise, for the effects of violent video game play, research (e.g., Anderson et al., 2004; Anderson & Dill, 2000) matched the video games employed in the experimental conditions on several dimensions that could be correlates of aggression (e.g., perceived difficulty, arousal, frustration).”
- Video Game Characters and the Socialization of Gender Roles: Young People’s Perceptions Mirror Sexist Media Depictions (2007, background): “Among young men, gaming is a common past time, a common topic of conversation (Lewin 2006), and has been associated with poorer academic performance (Anderson and Dill 2000; Lewin 2006).”