Blazing Angels or Resident Evil? Can Violent Video Games be a Force for Good?
By C. Ferguson. 2010
244 citations recorded by the source corpus.
Subfields: Literature and Literary Theory, Social Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/d79d419fb37f4ae935b87ba73380617a0569181e
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Literature and Literary Theory
- Tobias Greitemeyer
- Dirk O. Mügge
- D. A. Gentile
- C. Ferguson
- Pamela M. Kato
- Cheryl K. Olson
- Brad J. Bushman
- D. Dyck
In Social Psychology
- Tobias Greitemeyer
- C. Ferguson
- Dirk O. Mügge
- D. A. Gentile
- Brad J. Bushman
- D. Dyck
- Pamela M. Kato
- Cheryl K. Olson
In Sociology and Political Science
- Tobias Greitemeyer
- C. Ferguson
- Dirk O. Mügge
- Brad J. Bushman
- D. A. Gentile
- Pamela M. Kato
- D. Dyck
- Cheryl K. Olson
Citations in the corpus
- Reassessing media violence effects using a risk and resilience approach to understanding aggression (2012, background): “This approach to analysis also provides data on an issue that has been suggested but rarely tested—that traditional effect-size estimates of media violence may overestimate or underestimate the actual amount of variance in aggressive behavior (Anderson et al., 2007; Ferguson, 2010).”
- Video Games in Health Care: Closing the Gap (2010, background): “This bias should be kept in mind, although it may be less of a concern with video game studies given that there is a strong interest in general to focus on the negative effects of video games on outcomes (Ferguson, 2007, 2010).”
- Children's Motivations for Video Game Play in the Context of Normal Development (2010, background): “Fairy tales also offer a glimpse of adult secrets, the things we talk about behind closed doors.”
- Paradigm change in aggression research: The time has come to retire the General Aggression Model (2012, background): “…it is insufficient as an explanation of aggressive behavior; its predictions do not fit with real-world aggression and violence statistics (Ferguson, 2010a, b), it rests on assumptions that are problematic or demonstrably false, has largely failed to find supportive data in media…”
- Video Games Do Affect Social Outcomes (2014, background): “As noted above, it has been suggested that correlational and longitudinal investigations tend to ignore the influence of third variables, and thus overestimate the real relation between video game play and outcomes (e.g., Ferguson, 2010).”
- Video Games and Spatial Cognition (2010, background): “Although it is hard to determine whether such concerns are justified, there is at least some evidence to suggest that the positive consequences of playing action games may outweigh the negative (Ferguson, 2007; see also Ferguson, 2010).”