Human aggression: A social-cognitive view
By Craig A. Anderson, L. Rowell Huesmann. 2003
329 citations recorded by the source corpus.
Subfields: Social Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/78df19d854d24a314de64f9c74d0d68d7a45b68d
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
- Craig A. Anderson
- D. A. Gentile
- C. Ferguson
- Brad J. Bushman
- Tobias Greitemeyer
- N. L. Carnagey
- Christopher P. Barlett
- A. Miller
In Sociology and Political Science
- Craig A. Anderson
- Brad J. Bushman
- D. A. Gentile
- C. Ferguson
- N. L. Carnagey
- Tobias Greitemeyer
- A. Miller
- Arlin J. Benjamin
Citations in the corpus
- An update on the effects of playing violent video games. (2004, background): “…brief exposure to media violence and the long term impact of repeated exposure to such violence (e.g. Donnerstein, Slaby, & Eron, 1994; Huesmann & Miller, 1994; Anderson & Bushman, 2001; Bushman & Huesmann, 2001; Anderson & Bushman, 2002a; Anderson et al., in press; Anderson & Huesmann, 2003).”
- Anonymously hurting others online: The effect of anonymity on cyberbullying frequency. (2015, background): “For example, Anderson and Huesmann (2003) stated that violent behaviors rose dramatically with the accessibility of handguns.”
- Violent Video Games as Exemplary Teachers: A Conceptual Analysis (2008, methodology): “It is worth noting that all of the data gathered here were guided by the theoretical framework of the General Aggression Model (see Carnagey and Anderson 2003; Anderson and Huesmann 2003 for details).”
- Long-term Effects of Parents’ Education on Children’s Educational and Occupational Success: Mediation by Family Interactions, Child Aggression, and Teenage Aspirations (2009, unknown): “Those experiences lead to the formation of internalized cognitive scripts, values, and beliefs that guide and maintain behavior over time (Anderson & Huesmann, 2003; Huesmann, 1998).”
- Violent video games: Specific effects of violent content on aggressive thoughts and behavior (2004, methodology): “The General Aggression Model (GAM) integrates existing theory and data concerning the learning, development, instigation, and expression of human aggression (Anderson & Bushman, 2002; Anderson & Carnagey, 2004; Anderson & Huesmann, 2003 ).”
- The social psychology of good and evil (2004, background): “From this social-cognitive perspective, personality is the sum of a person's knowledge structures (Anderson & Huesmann, 2003; Mischel & Shoda, 1995; Sedikides & Skowronski, 1990), constructed from countless experiences throughout the life span, influenced by biological factors as well as…”
- Paradigm change in aggression research: The time has come to retire the General Aggression Model (2012, background): “The theoretical structure of the GAM has been discussed by its primary creators, Craig Anderson and Brad Bushman, along with colleagues at various times and in various venues (e.g., Bushman & Anderson, 2002; Carnagey & Anderson, 2003; DeWall, Anderson, & Bushman, 2011).”
- Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: a meta-analytic review. (2010, methodology): “Recently, the general aggression model was developed to provide a simplified overview of the common elements among prior models of the development and expression of aggressive behavior (Anderson & Bushman, 2002; Anderson & Carnagey, 2004; Anderson & Huesmann, 2003 ).”
- Public policy and the effects of media violence on children (2007, unknown): “1 Reviews of other theories are available (Anderson & Bushman, 2002b; Anderson & Huesmann, 2003; Berkowitz, 1984, 1993; Huesmann, 1997, 1998).”
- Why Observing Violence Increases the Risk of Violent Behavior by the Observer (2007, background): “…part of the normal internal state of the individual, thereby increasing the likelihood that any social encounter will be interpreted in an aggression-biased way, and therefore increasing the likelihood of aggressive encounters throughout the individual’s life (e.g., Anderson & Huesmann, 2003).”
- Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy (2007, background): “…aggression should be conceived as existing along a severity continuum ranging from mild (e.g., a pinch) to severe (e.g., shooting), and that violence (or violent behavior) refers to physical aggression toward the severe end of this continuum (e.g., Anderson et al., 2003; Anderson & Huesmann, 2003).”