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Antisocial-Behavior
New entry in the Digiplay Games Research Bibliography:
Browne, K. D.; Hamilton-Giachritsis, C. (2005)
Lancet
There is continuing debate on the extent of the effects of media violence on children and young people, and how to investigate these effects. The aim of this review is to consider the research evidence from a public-health perspective. A search of published work revealed five meta-analytic reviews and one quasi-systematic review, all of which were from North America. There is consistent evidence that violent imagery in television, film and video, and computer games has substantial short-term effects on arousal, thoughts, and emotions, increasing the likelihood of aggressive or fearful behaviour in younger children, especially in boys. The evidence becomes inconsistent when considering older children and teenagers, and long-term outcomes for all ages. The multifactorial nature of aggression is emphasised, together with the methodological difficulties of showing causation. Nevertheless, a small but significant association is shown in the research, with an effect size that has a substantial effect on public health. By Contrast, only weak evidence from correlation studies links media violence directly to crime. Read more...
New entry in the Digiplay Games Research Bibliography:
Weber, R.; Ritterfeld, U.; Mathiak, K. (2006)
Media Psychology
This 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:
Funk,J B; Baldacci,H B; Pasold,T; Baumgardner,J (2004)
Journal of Adolescence
It is believed that repeated exposure to real-life and to entertainment violence may alter cognitive, affective, and behavioral processes, possibly leading to desensitization. The goal of the present study was to determine if there are relationships between real-life and media violence exposure and desensitization as reflected in related characteristics. One hundred fifty fourth and fifth graders completed measures of real-life violence exposure, media violence exposure, empathy, and attitudes towards violence. Regression analyses indicated that only exposure to video game violence was associated with (lower) empathy. Both video game and movie violence exposure were associated with stronger proviolence attitudes. The active nature of playing video games, intense engagement, and the tendency to be translated into fantasy play may explain negative impact, though causality was not investigated in the present design. The samples' relatively low exposure to real-life violence may,have limited the identification of relationships. Although difficult to quantify, desensitization to violence should be further studied using related characteristics as in the present study. Individual differences and causal relationships should also be examined. Read more...
New entry in the Digiplay Games Research Bibliography:
Funk,J B; Buchman,D D; Jenks,J; Bechtoldt,H (2003)
Journal of Applied Developmental Psychology
Relationships between short- and long-term exposure to violent video games and desensitization, as measured through components of moral evaluation, were examined. Sixty-six children aged 5-12 years old completed questionnaires assessing video game experience and preferences and empathy and attitudes toward violence. The children played a violent or nonviolent video game and then responded to vignettes about everyday occurrences. Vignette responses were coded for aggression and empathy. Preexisting empathy and attitudes towards violence were positively related to the corresponding vignette scores. Long-term exposure to violent video games contributed to lower empathy vignette scores. Playing a violent versus a nonviolent game did not affect vignette responses. Results suggest that long-term exposure to violent video games may be associated with desensitization as reflected in lower empathy, although the direction of causality remains unclear. Read more...
New entry in the Digiplay Games Research Bibliography:
Anderson,C A (2004)
Journal of Adolescence
This article presents a brief overview of existing research on the effects of exposure to violent video games. An updated meta-analysis reveals that exposure to violent video games is significantly linked to increases in aggressive behaviour, aggressive cognition, aggressive affect, and cardiovascular arousal, and to decreases in helping behaviour. Experimental studies reveal this linkage to be causal. Correlational studies reveal a linkage to serious, real-world types of aggression. Methodologically weaker studies yielded smaller effect sizes than methodologically stronger studies, suggesting that previous meta-analytic studies of violent video games underestimate the true magnitude of observed deleterious effects on behaviour, cognition, and affect. Read more...
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