Playing violent video games, desensitization, and moral evaluation in children
By Jeanne B. Funk, D. Buchman, Jennifer A. Jenks, Heidi Bechtoldt. 2003
199 citations recorded by the source corpus.
Subfields: Education, Literature and Literary Theory, Social Psychology
View Paper: https://www.semanticscholar.org/paper/835074f05ca98bd6e47b56d512e5b8b106d4a44e
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Education
In Social Psychology
Citations in the corpus
- The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing (2009, background): “In two other surveys with fourth and fifth graders and with five through 12-year-olds, those with a preference for violent video games, had lower empathy, and in some cases stronger proviolence attitudes (Funk, Bechtoldt-Baldacci, Pasold, & Baumgardner, 2004; Funk et al., 2003).”
- Cyber-dehumanization: Violent video game play diminishes our humanity (2012, background): “, 2010; Uhlmann & Swanson, 2004), reduced empathy (Funk et al., 2003) and desensitization to the pain and suffering of others (Bushman & Anderson, 2009; Carnagey et al.”
- Gender-linked Differences in the Toys, Television Shows, Computer Games, and Outdoor Activities of 5- to 13-year-old Children (2006, background): “However, playing violent video games may be harmful for some children, possibly resulting in desensitization to violence in real life, increased aggression, and impairment in the process and outcome of moral evaluation (Funk, 2003; Funk, Buchman, Jenks & Bechtholdt, 2003 ).”