An update on the effects of playing violent video games.
By Craig A. Anderson. Journal des adolescens, 2004
719 citations recorded by the source corpus.
Subfields: Education, Social Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/900218207099d21f491733818ec254630d232eab
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Education
- C. Ferguson
- D. A. Gentile
- Tobias Greitemeyer
- Craig A. Anderson
- N. Yee
- Brad J. Bushman
- Patrick M. Markey
- Dmitri Williams
In Social Psychology
- Tobias Greitemeyer
- C. Ferguson
- Craig A. Anderson
- D. A. Gentile
- Brad J. Bushman
- S. M. Rueda
- N. Yee
- Dirk O. Mügge
In Sociology and Political Science
- C. Ferguson
- Tobias Greitemeyer
- Dmitri Williams
- D. A. Gentile
- Craig A. Anderson
- Brad J. Bushman
- N. Yee
- Cheryl K. Olson
Citations in the corpus
- It’s okay to shoot a character: Moral disengagement in violent video games (2010, background): “Indeed, abundant research finds evidence that playing violent games increases short-term aggressive cognitions, feelings, and behavioral intentions (Anderson, 2004).”
- The effect of the amount of blood in a violent video game on aggression, hostility, and arousal (2008, background): “All three of these internal state variables lead to a decision process, which leads to behaviors that are aggressive (Anderson, 2004; Anderson & Bushman, 2001; Anderson, Gentile, & Buckley, 2007; Bushman & Anderson, 2002; Carnagey & Anderson, 2003; Kirsh, 2003).”
- Longitudinal effects of media violence on aggression and empathy among German adolescents (2010, background): “…between usage of violent media and the tendency to engage in aggression, across different methodologies (Anderson & Bushman, 2002), different media (Anderson, 2004; Paik & Comstock, 1994), different settings (Christensen & Wong, 2007), and different outcome variables at the cognitive, affective,…”
- Prosocial video games reduce aggressive cognitions (2009, background): “Finally, meta-analyses confirm that playing violent video games causes an increase in aggression-related variables and a decrease in helping behavior (Anderson, 2004; Anderson & Bushman, 2001; Bushman & Huesmann, 2006).”
- Gaming at a LAN event: the social context of playing video games (2005, background): “It was argued that the perpetrators were socially isolated adolescents who seemed to play out in real life what they had practised behind their screens playing Doom , Duke Nukem or other violent games (Anderson, 2004; Grossmann and DeGaetano, 1999; Thompson, 2002).”
- The Hitman Study Violent Video Game Exposure Effects on Aggressive Behavior, Hostile Feelings, and Depression (2010, background): “Early meta-analyses (Anderson, 2004; Anderson & Bushman, 2001) found small but significant effects for video game violence on aggressive behavior (r = .14 for aggression toward other people).”
- Problematic Internet use and psychosocial well-being among MMO players (2009, methodology): “Work using the General Aggression Model (GAM) predicts that time spent in violent games leads to aggressive thoughts, behaviors, and cognitions (Anderson, 2004; Anderson & Dill, 2000).”
- Blazing Angels or Resident Evil? Can Violent Video Games be a Force for Good? (2010, methodology): “Taken together these meta-analyses range from those which argue against meaningful effects (Sherry, 2001, 2007; Ferguson 2007a; 2007b; Ferguson & Kilburn, 2009) to those which find weak effects (e.g., Anderson, 2004; Anderson et al., 2010).”
- Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: a meta-analytic review. (2010, background): “Anderson (2004) found an average effect size of r .20 (K 32, N 5,240) when all relevant studies were included and a larger effect when more stringent methodological criteria were applied, r .26 (K 17, N 2,731).1 In general, the violent video game research mirrors findings from the violent TV and…”
- The Role of Violent Video Game Content in Adolescent Development (2008, background): “Furthermore, although the majority of adolescent boys now play violent video games, juvenile violent crime (including murder) has steadily declined in the United States; arrest rates are down 49% from their 1994 peak, reaching their lowest level since at least 1980 (Snyder, 2006).”
- Evidence for publication bias in video game violence effects literature: A meta-analytic review (2007, background): “Anderson (2004) begins his meta-analytic review with a discussion of school shootings that have been “linked” to playing video games.”
- Harm and Offence in Media Content: A Review of the Evidence (2006, result): “statistical analysis of findings across separate studies) suggest that, notwithstanding some variation depending on player characteristics, experiments demonstrate that violent video-games increase aggressive behaviour in children and young adults because they increase aggressive/hostile affect and ”
- Virtual Superheroes: Using Superpowers in Virtual Reality to Encourage Prosocial Behavior (2013, background): “Whereas much research has been done on whether and how violent videogames can lead to aggressive behavior (see Anderson [21] and Anderson, Shibuya, and colleagues [22]), this is the first study to document that the ‘‘next’’ technology in video gaming– virtual reality–has the potential to facilitate ”
- The effect of violent video games on aggression: Is it more than just the violence?☆ (2011, neutral): “Of course, such accounts are not scientifically grounded and, thus, cannot provide adequate support for public policy decisions nor links between violent video game play and relevant scientific theories of aggression (Anderson, 2004).”
- Virtual worlds - past, present, and future: New directions in social computing (2009, background): “Sociology Are norms and standards of social behavior in VWs⁎ different from those in the physical world? How? What are the norms for etiquette, cheating, and gift-giving in VWs? [ 2 ,3,20,51,92, 96,110,112,113]”
- Vulnerability to Violent Video Games: A Review and Integration of Personality Research (2010, background): “In fact, although many youths who have engaged in violent school rampages were video game players (Anderson, 2004), most also possessed maladaptive personality traits and characteristics.”
- The role of psychology in understanding the impact of computer games (2011, background): “Anderson and Bushman’s [4,5] meta-analyses of the literature provided support for this claim.”
- How players manage moral concerns to make video game violence enjoyable (2006, background): “The available evidence clearly supports the assumption that violent video games foster aggressive cognitions, affects, and behaviors (e. g., Sherry, 2001; Anderson, 2004; Carnagey and Anderson, 2005).”
- Violent Video Games as Exemplary Teachers: A Conceptual Analysis (2008, background): “…Psychology, University at Buffalo, State University of New York, Buffalo, NY, USA e-mail: rgentile@buffalo.edu video games are linked to increases in aggressive cognitions, feelings, and behaviors (e.g., Anderson and Bushman 2001; Anderson 2004; Anderson et al. 2007; Gentile and Stone 2005).”