The Effects of Media Violence on Society
By Craig A. Anderson, Brad J. Bushman. Science, 2002
440 citations recorded by the source corpus.
Subfields: Artificial Intelligence, Literature and Literary Theory, Social Psychology
View Paper: https://www.semanticscholar.org/paper/ed03e0c2f96253dafd2fdf53a4a951fb3f0c84b8
How researchers see this paper
The researchers whose trusted networks rank it highest, strongest advocate first. Every researcher gets a different order.
In Artificial Intelligence
- Craig A. Anderson
- L. Rowell Huesmann
- Brad J. Bushman
- D. A. Gentile
- Harris Hyun-soo Kim
- Nathan P. Kalmoe
- Rita Zajácz
- Sonia Livingstone
In Literature and Literary Theory
- D. A. Gentile
- Craig A. Anderson
- Tilo Hartmann
- Peter Vorderer
- Brad J. Bushman
- L. Rowell Huesmann
- Muniba Saleem
- Sonia Livingstone
In Social Psychology
- D. A. Gentile
- Craig A. Anderson
- Brad J. Bushman
- Muniba Saleem
- L. Rowell Huesmann
- Tilo Hartmann
- Sonia Livingstone
- A. M. Hargrave
Citations in the corpus
- An update on the effects of playing violent video games. (2004, background): “…brief exposure to media violence and the long term impact of repeated exposure to such violence (e.g. Donnerstein, Slaby, & Eron, 1994; Huesmann & Miller, 1994; Anderson & Bushman, 2001; Bushman & Huesmann, 2001; Anderson & Bushman, 2002a; Anderson et al., in press; Anderson & Huesmann, 2003).”
- The impact of online social networking on adolescent psychological well-being (WB): a population-level analysis of Korean school-aged children (2017, background): “When it comes to video game violence specifically, the general aggression model suggests that sustained exposure produces short-term and long-term physiological arousal as well as aggressive thoughts and behaviours (Anderson & Bushman, 2002).”
- Fueling the Fire: Violent Metaphors, Trait Aggression, and Support for Political Violence (2014, background): “…causal link between exposure to violent imagery and interpersonal aggression from media of all kinds—video, music, pictures, speech, and text (e.g., Anderson & Bushman, 2001, 2002b; Bushman, 1995; Bushman & Geen, 1990; Zillman & Weaver, 2007; but see Freedman [2002], and Ferguson & Kilburn…”
- Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy (2007, background): “Other recent theoretical developments include attempting to model as many of the above processes as possible with one overarching framework, such as Anderson and colleagues’ General Aggression Model (Anderson & Bushman, 2002a; Anderson & Carnagey, 2004; Anderson & Huesmann, 2003), which will be desc”
- Liberating American Communications: Foreign Ownership Regulations from the Radio Act of 1912 to the Radio Act of 1927 (2004, background): “The multi-stage process represented by GAM suggests the potential for both begins with personal variables (e.g., experience with media environments) and situational variables (e.g., violent media exposure).”
- Violent Video Games, Delinquency, and Youth Violence (2013, background): “This is ironic because there is an extensive literature in psychology linking violent video games and other forms of violent media exposure to aggression and other antisocial conditions (Anderson & Bushman, 2001, 2002b; Bavelier et al., 2011; Mitchell, 2012).”
- Public policy and the effects of media violence on children (2007, background): “…individual, (b) the behavior is expected by the perpetrator to have some chance of actually harming that individual, and (c) the perpetrator believes that the target individual is motivated to avoid the harm (e.g., Anderson & Bushman, 2002b; Baron & Richardson, 1994; Berkowitz, 1993; Geen, 2001).”
- Self Efficacy, Self Personality and Self Confidence on Entrepreneurial Intention: Study on Young Enterprises (2019, background): “The concept of entrepreneurship has underlie many common aspects such as opportunity identification, risk taking and novelty (Anderson and Bushman, 2002; Souitaris et al., 2007). The literature review shows that entrepreneurship has different reviews. Keogh and Galloway (2004) stated that entreprene”
- 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 ”
- The more you play, the more aggressive you become: A long-term experimental study of cumulative violent video game effects on hostile expectations and aggressive behavior (2013, positive): “Hasan). rights reserved. media exposure and less serious forms of aggression (Anderson & Bushman 2002a).”