Evidence for publication bias in video game violence effects literature: A meta-analytic review
By C. Ferguson. 2007
378 citations recorded by the source corpus.
Subfields: Literature and Literary Theory, Social Psychology, Sociology and Political Science
View Paper: https://www.semanticscholar.org/paper/ed1c98fe11dc879a23e9b749f464d9350aec8f50
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
- Craig A. Anderson
- D. A. Gentile
- Dirk O. Mügge
- C. Ferguson
- Brad J. Bushman
- S. M. Rueda
- A. M. Hargrave
In Social Psychology
- Tobias Greitemeyer
- C. Ferguson
- Craig A. Anderson
- D. A. Gentile
- Brad J. Bushman
- S. M. Rueda
- Dirk O. Mügge
- Muniba Saleem
In Sociology and Political Science
- C. Ferguson
- Tobias Greitemeyer
- Brad J. Bushman
- D. A. Gentile
- Craig A. Anderson
- Dirk O. Mügge
- S. M. Rueda
- A. M. Hargrave
Citations in the corpus
- Harm and Offence in Media Content: A Review of the Evidence (2006, methodology): “In a different view on the literature about the effects of violent electronic games on users, Ferguson (2007) conducted an analysis of possible publication bias in the types of material available for studies such as this update.”
- Video Games Do Affect Social Outcomes (2014, methodology): “It has also been criticized that some aggression measures (in particular, the modified Taylor Competitive Reaction Time Test) are used in an unstandardized way and that authors tend to report those outcomes that support their hypotheses and ignore those that do not (Ferguson, 2007b).”
- Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: a meta-analytic review. (2010, methodology): “In addition, the meta-analyses published by Ferguson are not independent of each other because they use highly overlapping subsets of the same small sample of studies, which includes at least one study that does not even have a valid measure of aggressive behavior (i.e., Williams & Skoric, 2005). Fo”
- The Hitman Study Violent Video Game Exposure Effects on Aggressive Behavior, Hostile Feelings, and Depression (2010, background): “The effect sizes for this research appear to be considerably stronger than for the relationship between violent video games and aggression (Ferguson, 2007b).”
- The school shooting/violent video game link: causal relationship or moral panic? (2008, methodology): “Correlational research tends to produce weaker results than does experimental research (Ferguson, 2007).”
- Examining the validity of the modified Taylor competitive reaction time test of aggression (2009, methodology): “These noise blasts can be varied in regards to both intensity and duration, thus producing multiple means of ostensibly measuring ‘aggression.’ This, in fact, has been one of the concerns raised by some researchers (e.g., Ferguson 2007 ): that there is no standardized measuring format for the modif”
- The Effectiveness of School-Based Anti-Bullying Programs (2007, methodology): “However, Rothstein, Sutton, and Borenstein (2005) note that there are several methods for estimating publication bias (also see Ferguson, 2007a, for a description).”
- Public policy and the effects of media violence on children (2007, background): “Unfortunately, several nonstandard techniques and decisions were employed by the author to reduce the original significant effect he found to nonsignificance (Ferguson, 2007).”
- An effect size primer: A guide for clinicians and researchers. (2009, background): “By contrast, poorly standardized measures may inadvertently result in inflated effect size estimates if they allow researchers to select from multiple potential outcomes (Ferguson, 2007).”
- Rethinking the Use of Tests: A Meta-Analysis of Practice Testing (2017, result): “Indeed, there is some evidence that publication bias (or lack of it) is established through consistent results among the different methods (Ferguson, 2007; Rothstein, Sutton, & Borenstein, 2005).”
- 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).”
- Testing Equivalence in Communication Research: Theory and Application (2012, background): “For example, in mass communication they can be used to establish that exposure to violent media does not increase violent behavior (eg, Ferguson, 2007 ).”
- Much Ado About Something: Violent Video Game Effects and a School of Red Herring: Reply to Ferguson and Kilburn (2010) (2010, background): “In their meta-analytic reviews (Ferguson, 2007a, 2007b; Ferguson & Kilburn, 2009), Ferguson and his colleagues claimed that the trim and fill technique produces a “corrected” coefficient; it does not.”
- Longitudinal effects of media violence on aggression and empathy among German adolescents (2010, background): “…at ScienceDirect Journal of Applied Developmental Psychology critics have questioned the strength of the evidence for the aggression-enhancing effect of media violence usage, raising concern over both themethodology and the interpretation of research findings (e.g., Ferguson, 2007; Sherry, 2007).”
- Violent Video Games and Aggression (2008, positive): “A more recent meta-analysis has identified significant problems with publication bias in the literature and found that the relationship between video game habits and aggressive behavior was effectively 0% (Ferguson, 2007).”