Media Violence

New entry in the Digiplay Games Research Bibliography:

Kutner, L. A. ; Olson, C. K. ; Warner, D. E. ; Hertzog, S. M. (2008)
Journal of Adolescent Research

Image of booksPublic policy efforts to restrict children's access to electronic games with violent or sexual content are often predicated on assumptions about parental concerns. As an initial step in determining whether those assumptions are accurate, the authors conduct focus groups of 21 adolescent boys and 21 of their parents or guardians to explore parents' concerns, compare parents' and children's perceptions, and see whether these are consistent with the focus of proposed legislation and other public policy efforts. Parents' primary concern is that games not interfere with their children's schoolwork, social skills, and exercise. They worry about exposure to violent content, but definitions of and opinions about what is harmful vary and may not match proposed public policies. \copyright2008 Sage Publications. Read more...

New entry in the Digiplay Games Research Bibliography:

Olson, C. K. ; Kutner, L. A. ; Warner, D. E. (2008)
Journal of Adolescent Research

Image of booksNumerous policies have been proposed at the local, state, and national level to restrict youth access to violent video and computer games. Although studies are cited to support policies, there is no published research on how children perceive the uses and influence of violent interactive games. The authors conduct focus groups with 42 boys ages 12 to 14. Boys use games to experience fantasies of power and fame, to explore and master what they perceive as exciting and realistic environments (but distinct from real life), to work through angry feelings or relieve stress, and as social tools. Boys did not believe they had been harmed by violent games but were concerned that younger children might imitate game behavior (especially swearing). \copyright2008 Sage Publications. Read more...

New entry in the Digiplay Games Research Bibliography:

Carnagey, N. L.; Anderson, C. A.; Bartholow, B. D. (2007)
Current Directions in Psychological Science

Image of booksDecades of research have demonstrated that exposure to violence on television can cause increases in aggression. The recent emergence of violent video games has raised new questions regarding the effects of violent media. The General Aggression Model (GAM) predicts that exposure to violent media increases aggressive behavior through one of three primary pathways (arousal, cognitions, and affect). Past psychophysiological research has supported GAM but has been limited to examining arousal-related variables. Recent advances in social neuroscience have opened the door to investigations of exposure to violent media on cognitive and affective components and their neurocognitive underpinnings. Neuroscience tools have the potential to provide answers to the new questions posed by recent advances in media technology. Read more...

New entry in the Digiplay Games Research Bibliography:

Olson, C. K. ; Kutner, L. A. ; Warner, D. E. ; Almerigi, J. B. ; Baer, L. ; Nicholi II, A. M. ; Beresin, E. V. (2007)
Journal of Adolescent Health

Image of booksPurpose: To compare the video and computer game play patterns of young adolescent boys and girls, including factors correlated with playing violent games. Methods: Data collected in November/December, 2004 from children in grades 7 and 8 at two demographically diverse schools in Pennsylvania and South Carolina, using a detailed written self-reported survey. Results: Of 1254 participants (53% female, 47% male), only 80 reported playing no electronic games in the previous 6 months. Of 1126 children who listed frequently played game titles, almost half (48.8%) played at least one violent (mature-rated) game regularly (67.9% of boys and 29.2% of girls). One third of boys and 10.7% of girls play games nearly every day; only 1 in 20 plays often or always with a parent. Playing M-rated games is positively correlated (p < .001) with being male, frequent game play, playing with strangers over the Internet, having a game system and computer in one's bedroom, and using games to manage anger. Conclusions: Most young adolescent boys and many girls routinely play M-rated games. Implications for identifying atypical and potentially harmful patterns of electronic game use are discussed, as well as the need for greater media literacy among parents. Read more...

New entry in the Digiplay Games Research Bibliography:

Ballard, M. E.; Hamby, R. H.; Panee, C. D.; Nivens, E. E. (2006)
Media Psychology

Image of booksRepeated exposure to violent media is related to negative outcomes, including aggression, hostility, and cognitive and social deficits. We examined if cardiovascular and emotional responding to video game play changed across 3 weekly sessions. Participants were 41 adolescents (M age = 14.8; male = 29; female = 12) from rural Appalachia. Participants attended 3 weekly sessions and played I of 3 video games (basketball, fighting, or horror) each time. Measures included heart rate (HR); systolic blood pressure (SBP); diastolic blood pressure (DBP); self-reported aggression, anger, and reactions to game play; and history of video game play. Resting and posttest cardiovascular measures did not differ from session to session. Adolescents displayed HR and SBP reactivity to game play within each session. They also demonstrated decreased SBP and DBP responding to video game play across the 3-week period, regardless of game content. Affective responses did not change significantly across the course of the experiment. Adolescents who played the violent games reported more frustration and arousal than those who played the sports game. The implications of these findings are discussed. Read more...

New entry in the Digiplay Games Research Bibliography:

Weber, R.; Ritterfeld, U.; Mathiak, K. (2006)
Media Psychology

Image of booksThis study aims to advance the media effects debate concerning violent video games. Meta-analytic reviews reveal a small but noticeable association between playing violent video games and aggressive reactions. However, evidence for causal associations is still rare. In a novel, event-related functional magnetic resonance imaging study, 13 male research participants were observed playing a latest-generation violent video game. Each participant's game play was recorded and content analyzed on a frame-by-frame basis. Onscreen activities were coded as either "passive/dead, no a frame interactions"; "active/safe, no imminent danger/no violent interactions"; "active/potential danger occurs, violent interactions expected"; "active/under attack, some violent interactions"; and "active/fighting and killing, many violent interactions." Previous studies in neuroscience on aggressive thoughts and behaviors suggested that virtual violence would suppress affective areas of the anterior cingulate cortex (ACC) and the amygdala subsequent to activity variations at cognitive areas of the ACC. Comparison of game play activities with and without virtual violence in 11 participants confirmed the hypothesis. The rather large observed effects can be considered as caused by the virtual violence. We discuss the applicability of neuroscience methodology in media effects studies, with a special emphasis on the assumption of virtuality prevalent in video game play. Read more...

New entry in the Digiplay Games Research Bibliography:

Uhlmann, E.; Swanson, J. (2004)
Journal of Adolescence

Image of booksThe effects of exposure to violent video games on automatic associations with the self were investigated in a sample of 121 students. Playing the violent video game Doom led participants to associate themselves with aggressive traits and actions on the Implicit Association Test. In addition, self-reported prior exposure to violent video games predicted automatic aggressive self-concept, above and beyond self-reported aggression. Results suggest that playing violent video games can lead to the automatic learning of aggressive self-views. Read more...

New entry in the Digiplay Games Research Bibliography:

Panee,C D; Ballard,M E (2002)
Journal of Applied Social Psychology

Image of booksPlaying violent video games is related to increased negative affect and cardiovascular reactivity. We examined the influence of high and low aggressive priming during video-game training on violence during game play (e.g., shooting, choking), hostility, frustration with game play, blood pressure, and heart rate. Male undergraduates (N = 36) were assigned to a high aggressive or low aggressive video-game priming condition. After training, they played Metal Gear Solid(TM), which allows players to advance by using stealth, violence, or both. Participants in the high aggressive priming condition used significantly more violent action during game play and reported more hostility than those in the low aggressive priming condition. Heart rate was correlated with feelings of hostility. These findings indicate that both aggressive priming and use of game violence influence arousal and negative affect and might increase behavioral aggression. Read more...

New entry in the Digiplay Games Research Bibliography:

Mathiak, K.; Weber, R. (2006)
Human Brain Mapping

Image of booksModern video games represent highly advanced virtual reality simulations and often contain virtual violence. In a significant amount of young males, playing video games is a quotidian activity, making it an almost natural behavior. Recordings of brain activation with functional magnetic resonance imaging (fMRI) during gameplay may reflect neuronal correlates of real-life behavior. We recorded 13 experienced gamers (18-26 years; average 14 hrs/week playing) while playing a violent first-person shooter game (a violent computer game played in self-perspective) by means of distortion and dephasing reduced fMRI (3 T; single-shot triple-echo echo-planar imaging [EPI]). Content analysis of the video and sound with 100 ms time resolution achieved relevant behavioral variables. These variables explained significant signal variance across large distributed networks. Occurrence of violent scenes revealed significant neuronal correlates in an event-related design. Activation of dorsal and deactivation of rostral anterior cingulate and amygdala characterized the mid-frontal pattern related to virtual violence. Statistics and effect sizes can be considered large at these areas. Optimized imaging strategies allowed for single-subject and for single-trial analysis with good image quality at basal brain structures. We propose that virtual environments can be used to study neuronal processes involved in semi-naturalistic behavior as determined by content analysis. Importantly, the activation pattern reflects brain-environment interactions rather than stimulus responses as observed in classical experimental designs. We relate our findings to the general discussion on social effects of playing first-person shooter games. Read more...

New entry in the Digiplay Games Research Bibliography:

Kirsh,S J; Olczak,P V (2002)
Journal of Interpersonal Violence

Image of booksThis study investigated the effects of reading extremely violent comic books (EVCB) versus nonviolent comic books (NVCB) on the interpretation of overt and relational ambiguous provocation situations. Two hundred forty-nine introductory psychology students read either EVCB or NVCB. After reading the comic books, participants read hypothetical stories in which overt or relational aggression occurred but the intent of the provocateur was ambiguous. After each story participants were asked a series of questions about the provocateur's intent, potential retaliation toward the provocateur, and the provocateur's emotional state. Trait hostility was significantly related to hostile responding. Regardless of the type of aggression, participants reading EVCB responded more negatively than participants reading NVCB did. Males responded more negatively to the overt scenarios, whereas females responded more negatively to the relational scenarios. Results indicate that interpretation of ambiguous material appears to be affected by a number of variables, including gender, trait hostility, and violent media. Read more...

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