The effects of violent video games on adolescents
By Steven J. Kirsh. Aggression and Violent Behavior, 2003
157 citations recorded by the source corpus.
Recent acts of extreme violence involving teens and associated links to violent video games have led to an increased interest in video game violence. Research suggests that violent video games influence aggressive behavior, aggressive affect, aggressive cognition, and physiological arousal. Anderson and Bushman [Annu. Rev. Psychol. 53 (2002) 27.] have posited a General Aggression Model (GAM) to explain the mechanism behind the link between violent video games and aggressive behavior. However, the influence of violent video games as a function of developmental changes across adolescence has yet to be addressed. The purpose of this review is to integrate the GAM with developmental changes that occur across adolescence.
Subfields: Education, Social Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/a11cee781e4fea660ce2d9442538aa21225a359e
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In Education
- A. M. Hargrave
- R. Harris
- Tilo Hartmann
- Dorothée Hefner
- Peter Vorderer
- Sonia Livingstone
- Christoph Klimmt
- Andreas Nosper
In Social Psychology
- Tilo Hartmann
- R. Harris
- Peter Vorderer
- Sonia Livingstone
- Christoph Klimmt
- Andreas Nosper
- Christopher P. Barlett
- Hannah Schmid
In Sociology and Political Science
- Peter Vorderer
- Dorothée Hefner
- Christoph Klimmt
- A. M. Hargrave
- Tilo Hartmann
- R. Harris
- Sonia Livingstone
- Andreas Nosper
Citations in the corpus
- The Role of Violent Video Game Content in Adolescent Development (2008, background): “They may be more vulnerable to the influence of violent content during this stage of cognitive, emotional, social, and neurological development (Kirsh, 2003).”
- The Video Game Experience as “True” Identification: A Theory of Enjoyable Alterations of Players' Self‐Perception (2009, background): “Hefner, Klimmt, and Vorderer (2007) provided a direct test of the importance of video game interactivity for character identification: In their experiment, participants either played an FPS or merely watched a video recording of the same game; thus, interactivity was manipulated.”
- How players manage moral concerns to make video game violence enjoyable (2006, methodology): “(Kirsh, 2003; Jansz, 2005; Kuhrcke et al., 2006).”
- It’s okay to shoot a character: Moral disengagement in violent video games (2010, background): “Researchers have argued that virtual violence makes users feel effective and powerful (Klimmt & Hartmann, 2006), and allows them to enact a male gender role (Jansz, 2005; Kirsh, 2003).”
- Harm and Offence in Media Content: A Review of the Evidence (2006, background): “Further, unsurprisingly, age makes a difference, with the effect of violent video-games hypothesized, but not always found, to be greatest in early adolescence (Kirsh, 2003).”
- Violent Video Games Induce an Affect Processing Bias (2005, unknown): “It should be stated, however, that exposure to violent media is just one of many factors that influence aggressive behavior (Kirsh, 2003).”
- 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).”
- Use of information and communication technology (ICT) and perceived health in adolescence: the role of sleeping habits and waking-time tiredness. (2007, background): “There are concerns and fears of a negative impact of intensive ICT usage, and research confirms that violent digital plays in particularly increase the risks for children’s aggressiveness (Anderson & Bushman, 2001; Kirsh, 2003).”