Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: a meta-analytic review.
By Craig A. Anderson, Akiko Shibuya, Nobuko Ihori, Edward Swing, Brad J. Bushman, Akira Sakamoto, H. Rothstein, Muniba Saleem. Psychological bulletin, 2010
1,982 citations recorded by the source corpus.
Subfields: Clinical Psychology, Literature and Literary Theory, Social Psychology
View Paper: https://www.semanticscholar.org/paper/4da396a9e6d6af755260c2eb1e8879575efebe51
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Clinical Psychology
- Jochen Peter
- Patti M. Valkenburg
- Paul J. Wright
- Craig A. Anderson
- Brad J. Bushman
- M. Delisi
- Robert S. Tokunaga
- Ashley Kraus
In Literature and Literary Theory
- Tobias Greitemeyer
- D. A. Gentile
- Craig A. Anderson
- Dirk O. Mügge
- C. Ferguson
- Brad J. Bushman
- Patrick M. Markey
- Jochen Peter
In Social Psychology
- Tobias Greitemeyer
- C. Ferguson
- Brad J. Bushman
- D. A. Gentile
- Craig A. Anderson
- Dirk O. Mügge
- Patrick M. Markey
- Teena Willoughby
Citations in the corpus
- Problematic Video Game Use: Estimated Prevalence and Associations with Mental and Physical Health (2011, positive): “Much research has focused on the relationship between violent content in games and aggressive behavior in their users.(11) The issue of how video game use relates to measures of health has so far received little attention, with inconsistent results.”
- The General Aggression Model. (2017, background): “Violent media exposure (compared to nonviolent media exposure) causes people to behavemore aggressively and less prosocially (Anderson et al., 2010), and the overall effect size for this relation is larger than that for the relation between passive smoking and lung cancer, homework and academic…”
- Video Games Do Affect Social Outcomes (2014, background): “However, these metaanalyses included a much smaller set of available studies compared with the Anderson et al. (2010) meta-analysis so the nonsignificant findings may be due to the failure to use all relevant studies.”
- 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).”
- A meta-analysis of antecedents and consequences of trust in mobile commerce (2020, background): “The results are consistent with the previous studies which propose culture as an important moderator in trust formation (Anderson et al., 2010; Zhang et al., 2012).”
- Cyber-dehumanization: Violent video game play diminishes our humanity (2012, background): “Previous work has demonstrated that players become personally engaged with video game content (Anderson et al., 2010).”
- The Pervasive Problem With Placebos in Psychology (2013, background): “Take the case of the link between playing violent games and aggression (e.g., Anderson et al., 2010; Ferguson & Kilburn, 2009).”
- Effects of video-game play on information processing: A meta-analytic investigation (2013, background): “…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, & Jerabeck, 2012, for evidence…”
- Avatar characteristics induce users’ behavioral conformity with small-to-medium effect sizes: a meta-analysis of the proteus effect (2019, background): “Anderson et al. (2010) found similar results across studies, showing a weighted r of .13 for the effects of video games on prosocial behaviors (K = 62).”
- Differential Susceptibility to Media Effects Model (2013, background): “For example, recent meta-analyses on the effects of violent videogames on aggression have yielded effect sizes ranging from r = .08 (Ferguson & Kilburn, 2009) to r = .19 (Anderson et al., 2010).”
- A Meta-Analysis of Pornography Consumption and Actual Acts of Sexual Aggression in General Population Studies (2016, positive): “This general lack of moderation is consistent with past meta-analytic research on pornography and nonsexual aggressive behavior (Allen et al., 1995a) and media consumption and aggression more generally (Anderson et al., 2010).”
- The general aggression model: Theoretical extensions to violence. (2011, result): “These findings mirror work in the aggression literature, which shows that frequent exposure to violent media desensitizes people to violent images and is associated with higher aggression toward others (Anderson et al., 2010; Bartholow, Bushman, & Sestir, 2006).”