Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy
By Craig A. Anderson, D. A. Gentile, Katherine E. Buckley. 2007
632 citations recorded by the source corpus.
Subfields: Education, Social Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/884a5609cd5d87a6ea90eddd6b171011c0b79809
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
- Craig A. Anderson
- Christopher P. Barlett
- Brad J. Bushman
- Teena Willoughby
- Tobias Greitemeyer
- Eric E. Rasmussen
- Paul J. C. Adachi
In Social Psychology
- D. A. Gentile
- Craig A. Anderson
- Brad J. Bushman
- Christopher P. Barlett
- C. Ferguson
- Tobias Greitemeyer
- L. Rowell Huesmann
- Muniba Saleem
In Sociology and Political Science
- Craig A. Anderson
- D. A. Gentile
- Brad J. Bushman
- Christopher P. Barlett
- C. Ferguson
- Teena Willoughby
- Tobias Greitemeyer
- Muniba Saleem
Citations in the corpus
- The multiple dimensions of video game effects. (2011, background): “…al., 2007; Ballard & Wiest, 1996; Bushman & Anderson, 2002), correlational studies that demonstrate realworld associations (Anderson & Dill, 2000; Anderson et al., 2007; Bartholow, Bushman, & Sestir, 2006; Gentile et al., 2004; Krahe & Moller, 2004; Wiegman & van Schie, 1998), and longitudinal…”
- Can Playing the Computer Game “Tetris” Reduce the Build-Up of Flashbacks for Trauma? A Proposal from Cognitive Science (2009, background): “Interestingly, watching violent films and playing prolonged computer games are typically associated with negative impact on psychological well being and behavior in both children and adults [32].”
- Pathological video-gaming among youth: A prospective study examining dynamic protective factors (2015, methodology): “has generally supported the use of self-report measures (Anderson et al., 2007).”
- Race, Gender, and Information Technology Use: The New Digital Divide (2008, background): “24 Our findings suggest that educational and community interventions should focus on two related objectives: bringing IT to African American males and bringing African American males to IT.”
- Pathological Video-Game Use Among Youth Ages 8 to 18 (2009, background): “However, because the amount of time spent playing video games is a consistent negative predictor of school performance (Anderson et al., 2007; Gentile et al., 2004), and because pathological gamers spend twice as much time playing games each week as nonpathological gamers do (Table 3), it would be…”
- The development of the Game Engagement Questionnaire: A measure of engagement in video game-playing (2009, background): “On a theoretical basis, the combined effect of a tendency to become deeply engaged in video game-playing with higher scores on trait aggression could be a potent risk factor for negative impact from playing violent video games through several of the routes described by the General Aggression Model (”
- The Effect of Video Game Competition and Violence on Aggressive Behavior: Which Characteristic Has the Greatest Influence? (2011, background): “…have found that participants in the violent video game condition have shown more aggression than participants in the nonviolent condition for both men and women (see Anderson et al., 2007, 2010, for a detailed review, as well as Ferguson & Kilburn, 2010, for a critique of this research).”
- Older and Newer Media: Patterns of Use and Effects on Adolescents' Health and Well-Being. (2011, background): “Finally, the perpetrators in several school shootings in the United States in recent years were said to have had histories of violent video game playing (Anderson et al., 2007).”
- Reassessing media violence effects using a risk and resilience approach to understanding aggression (2012, background): “Teachers rated three victim behaviors (e.g., gets hit or kicked by peers) for each child (1 never true to 5 almost always true; Cronbach’s alpha .90; Anderson et al., 2007).”