The effects of violent video games on aggression a meta-analysis
By John L. Sherry. 2001
483 citations recorded by the source corpus.
Subfields: Social Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/84b4e2886d950cfe778729d26226cda1cbf10f94
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
- C. Ferguson
- Tobias Greitemeyer
- Craig A. Anderson
- S. M. Rueda
- Brad J. Bushman
- James D. Ivory
- N. Yee
- Tilo Hartmann
In Sociology and Political Science
- C. Ferguson
- Tobias Greitemeyer
- Mark D. Griffiths
- Cheryl K. Olson
- Dmitri Williams
- Craig A. Anderson
- James D. Ivory
- Juho Hamari
Citations in the corpus
- Liberating American Communications: Foreign Ownership Regulations from the Radio Act of 1912 to the Radio Act of 1927 (2004, background): “While estimates of effect size from meta-analytic research have led some scholars to argue that the impact of violent video games on aggression is comparatively small (Sherry, 2001), others maintain that qualitative differences in today's games and those popular 20 years ago make research on early g”
- Orientations to Video Games Among Gender and Age Groups (2010, background): “Empirical video games research has focused largely on traditional media effects issues, particularly the effects of violent video games on aggression (see Anderson & Bushman, 2001; Funk, 1992; MediaScope, 1996; Sherry, 2001).”
- The Hitman Study Violent Video Game Exposure Effects on Aggressive Behavior, Hostile Feelings, and Depression (2010, background): “Sherry (2001) found similar effects (r = .15 for aggression in general, although not specified as aggression toward another person).”
- The Demographics, Motivations, and Derived Experiences of Users of Massively Multi-User Online Graphical Environments (2006, background): “Most video game studies to date, however, have relied on the traditional effects model and don’t take into account the fact that people choose the media they consume and the varied reasons for doing so (Sherry, 2001; Sherry & Lucas, 2003).”
- Violent video games and real-world violence: Rhetoric versus data. (2014, background): “Laboratory and correlational studies suggest violent video games are a causal risk factor for increased aggressive cognition, aggressive af- fect, and aggressive behavior (Anderson & Bushman, 2001; Anderson et al., 2010; Ferguson, 2007; Sherry, 2001).”
- Contextual Features of Violent Video Games, Mental Models, and Aggression (2006, background): “A meta-analysis by Sherry (2001) of over 25 studies found evidence for a small effect of video game play on aggression (r= .15).”
- The Role of Violent Video Game Content in Adolescent Development (2008, background): “Other reviews conclude that any harmful effects of interactive games are small or evidence is mixed and that more study is needed (Bensley & van Eenwyk, 2001; Browne & Hamilton-Giachritsis, 2005; Sherry, 2001).”
- Virtual Cultivation: Online Worlds, Offline Perceptions (2006, background): “Some researchers have claimed that this higher degree of activity will make any effects stronger than for the relatively passive experience of television viewing (Anderson & Bushman, 2001; Anderson & Dill, 2000), an assumption disputed by others in what has become a hotly contested research area (Di”
- Evidence for publication bias in video game violence effects literature: A meta-analytic review (2007, methodology): “Similar to Anderson and Bushman (2001), correlation coefficients were transformed to Fisher's z, weighted, averaged, and transformed back to a pooled r, denoted r+. Sherry (2001) calculated a mean effect size across each entire study under the assumption that all analyses were measuring the same c”
- Gaming at a LAN event: the social context of playing video games (2005, background): “This means that playing violent games involves the risk that some players will be stimulated to act aggressively (Anderson, 2004; Anderson and Bushman, 2001; Sherry, 2001).”
- Virtual Violence: Gender and Aggression in Video Game Advertisements (2004, background): “Recent research has indicated that such concern may be warranted, as an increasing number of studies (Anderson & Dill, 2000; Calvert & Tan, 1994; Kirsch, 1998; Silvern & Williamson, 1987) as well as two meta-analyses (Anderson & Bushman, 2001; Sherry, 2001) have demonstrated a link between playing v”
- Popular Video Games: Quantifying the Presentation of Violence and Its Context (2003, background): “Two recent metaanalyses reveal that playing violent video games i s significantly and positively associated with aggressive behavior (Anderson & Bushman, 2001 ; Sherry, 2001 ).”
- The Lara Phenomenon: Powerful Female Characters in Video Games (2007, background): “The scientific community has responded to these worries by executing dozens of studies about the effects of playing video games (e.g., Anderson & Bushman, 2001; Sherry, 2001).”
- Much Ado About Something: Violent Video Game Effects and a School of Red Herring: Reply to Ferguson and Kilburn (2010) (2010, background): “Other meta-analyses cited by Ferguson and Kilburn as supposedly refuting the effect of violent video games on aggressive and violent behavior have found correlations in the same range (e.g., Sherry, 2001).”
- Problematic Internet use and psychosocial well-being among MMO players (2009, background): “There has also been extensive research on aggression effects and video games more generally (Bushman & Huesmann, 2006; Sherry, 2001).”
- Sex Differences in Video Game Play: (2004, background): “Much of the research has focused on effects of video games,particularly in regard to aggression and arousal levels (for meta-analyses, see Anderson & Bushman, 2001; Sherry, 2001).”