Violent Video Games and Aggression
By C. Ferguson, S. M. Rueda, Amanda M. Cruz, D. Ferguson, Stacey Fritz, Shawn M. Smith. 2008
251 citations recorded by the source corpus.
Subfields: Education, Social Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/5ba9022ca60987ad5a5e2c2ed9511c18f668e9ca
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Education
- C. Ferguson
- Teena Willoughby
- Paul J. C. Adachi
- S. M. Rueda
- Patrick M. Markey
- N. Yee
- Charlotte Markey
- Juho Hamari
In Social Psychology
- C. Ferguson
- S. M. Rueda
- Teena Willoughby
- Paul J. C. Adachi
- Patrick M. Markey
- Charlotte Markey
- Juliana E. French
- N. Yee
In Sociology and Political Science
- C. Ferguson
- S. M. Rueda
- Teena Willoughby
- Paul J. C. Adachi
- Patrick M. Markey
- Charlotte Markey
- N. Yee
- Cheryl K. Olson
Citations in the corpus
- The Effect of Video Game Competition and Violence on Aggressive Behavior: Which Characteristic Has the Greatest Influence? (2011, background): “Although some research has failed to find a relation between violent video game play and aggression (e.g., Ferguson & Reuda, 2010; Ferguson et al., 2008; Williams & Skoric, 2005), other research has shown that playing violent video games produces higher levels of aggressive behavior, aggressive…”
- The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments (2006, background): “, 2002), delinquency (Anderson & Dill, 2000), and lower perceived self-concept (Funk, Buchman & Germann, 2000); however, the generalizability of short-term measures of aggression in experimental studies and the inability to infer causality in survey studies is a concern in this line of research (Gri”
- Examining the validity of the modified Taylor competitive reaction time test of aggression (2009, methodology): “Aggressive behavior This experiment used the modified version of the TCRTT (Anderson and Dill 2000; Ferguson et al. 2008 ).”
- Violent video games and real-world violence: Rhetoric versus data. (2014, background): “A more parsimonious and less contentious explanation than the catharsis effect focuses on the qualities and desires of people who are innately predisposed to violent behavior (cf., Ferguson et al., 2008; Pinker, 2002).”