The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance.
By D. A. Gentile, P. Lynch, J. Linder, D. Walsh. Journal des adolescens, 2004
983 citations recorded by the source corpus.
Subfields: Education, Social Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/8060ae82b88c7170816f52c081c48c18d6bc31a3
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Education
- D. A. Gentile
- Tobias Greitemeyer
- C. Ferguson
- Craig A. Anderson
- Christopher P. Barlett
- Brad J. Bushman
- Jeroen Jansz
- Patrick M. Markey
In Social Psychology
- Tobias Greitemeyer
- D. A. Gentile
- Craig A. Anderson
- C. Ferguson
- Brad J. Bushman
- Christopher P. Barlett
- N. L. Carnagey
- Patrick M. Markey
In Sociology and Political Science
- Tobias Greitemeyer
- D. A. Gentile
- Craig A. Anderson
- Brad J. Bushman
- C. Ferguson
- N. L. Carnagey
- Christopher P. Barlett
- Jeroen Jansz
Citations in the corpus
- The impact of video games on training surgeons in the 21st century. (2007, background): “This is greatly less than the average for today’s adolescents, who average 9 h/wk (13 h/wk for adolescent boys and 5 h/wk for adolescent girls).(2) Furthermore, research on the amount of gaming has shown a negative correlation with school performance for adolescents and college students.”
- Violent Video Games as Exemplary Teachers: A Conceptual Analysis (2008, background): “…additional risk factors are observed for aggressive behavior and desensitization to violence (again in parallel with the data on viewing violent television; e.g., Anderson and Dill 2000; Anderson et al. 2003, 2007; Bartholow et al. 2006; Carnagey et al. 2007; Gentile 2003; Gentile et al. 2004).”
- Violent video games: Specific effects of violent content on aggressive thoughts and behavior (2004, background): “A survey of eighth and ninth grade students found boys playing about 13 hours a week and girls about 5 hours a week ( Gentile, Lynch, Linder, & Walsh, 2004 ).”
- Effects of songs with prosocial lyrics on prosocial thoughts, affect, and behavior. (2009, positive): “…(Bartholow, Bushman, & Sestir, 2006; Carnagey, Anderson, & Bushman, 2007), punitive behavior (Bartholow & Anderson, 2002), physical violence (Gentile et al., 2004), and criminal actions (Anderson & Dill, 2000), and decreases donations to a charity (Chambers & Ascione, 1987) and cooperative…”
- Prosocial video games reduce aggressive cognitions (2009, background): “In fact, playing video games with violent content may lead to criminal actions (Anderson & Dill, 2000) and physical violence (Gentile et al., 2004), whereas reducing children’s exposure to media violence reduces aggressive tendencies (Robinson, Wilde, Navracruz, Haydel, & Varady, 2001).”
- Older and Newer Media: Patterns of Use and Effects on Adolescents' Health and Well-Being. (2011, background): “In a survey of eighth and ninth graders, 31% reported that their parents did not understand video game ratings; only 15% reported that their parents regularly checked game ratings before the teens purchased new games (Gentile et al., 2004).”
- A normative study of family media habits (2002, result): “Parents’ lack of knowledge and use of rating systems are consistent with other studies (e.g., Gentile et al., 2002; Kaiser Family Foundation, 1999; Krcmar, Pulaski, & Curtis, 2001; Walsh, 2000), although we found somewhat higher levels of parental rules regarding media use than many other…”
- Parental mediation of children’s videogame playing: a comparison of the reports by parents and children (2006, background): “Email: p.nikken@nizw.nl examined how parents mediated playing video- and computer games (Skoien & Berthelsen, 1996; Van den Bulck & Van den Bergh, 2000; Gentile & Walsh, 2002; Gentile et al., 2004).”
- Anonymously hurting others online: The effect of anonymity on cyberbullying frequency. (2015, methodology): “To estimate weekly averages of instant messaging and e-mailing, an adapted version of the Media Habits Questionnaire (Gentile et al., 2004) was used.2 To compute weekly e-mail frequency, participants indicated how many hours they e-mailed others (and checked e-mail) on an average weekday and weekend”