Causal effects of violent sports video games on aggression: Is it competitiveness or violent content?

2009 ◽  
Vol 45 (4) ◽  
pp. 731-739 ◽  
Author(s):  
Craig A. Anderson ◽  
Nicholas L. Carnagey
2020 ◽  
Vol 79 (2) ◽  
pp. 63-70
Author(s):  
Petr Květon ◽  
Martin Jelínek

Abstract. This study tests two competing hypotheses, one based on the general aggression model (GAM), the other on the self-determination theory (SDT). GAM suggests that the crucial factor in video games leading to increased aggressiveness is their violent content; SDT contends that gaming is associated with aggression because of the frustration of basic psychological needs. We used a 2×2 between-subject experimental design with a sample of 128 undergraduates. We assigned each participant randomly to one experimental condition defined by a particular video game, using four mobile video games differing in the degree of violence and in the level of their frustration-invoking gameplay. Aggressiveness was measured using the implicit association test (IAT), administered before and after the playing of a video game. We found no evidence of an association between implicit aggressiveness and violent content or frustrating gameplay.


Psico-USF ◽  
2020 ◽  
Vol 25 (2) ◽  
pp. 261-271
Author(s):  
Bruno Gonçalves de Medeiros ◽  
Carlos Eduardo Pimentel ◽  
Maurício Miranda Sarmet ◽  
Tailson Evangelista Mariano

Abstract In recent years, many international studies have investigated the relationship between violent games and violence, aggressiveness and delinquent behavior, but there are scarce studies in Brazil on the subject. The aim of this research was to investigate the relationship between dispositional behavior and antisocial behavior correlated with the playing of violent content video games. A total of 249 high school students participated in the study, of which 154 were women and 95 were men, aged 13-20 years (M = 15.4, DP = 1.12), who responded the following scales: Big Five Inventory, Buss and Perry Aggression Questionnaire, Antisocial and Criminal Behaviors Questionnaire and a new Scale of Video Games Violence. The regressions performed indicated that the violent games, antisocial behavior, anger and sex were predictors for physical aggression. In conclusion, the study confirms the hypothesis of the General Aggression Model on human aggression in which violent games are associated with aggressive behavior.


Author(s):  
Craig A. Anderson ◽  
Nicholas L. Carnagey ◽  
Mindy Flanagan ◽  
Arlin J. Benjamin ◽  
Janie Eubanks ◽  
...  

Author(s):  
Christopher J. Ferguson

It has been recognized that video games may function well as a platform for education. However, educators may be reluctant to use such games, particularly those with violent content, given controversies over games in recent years. Yet recent data suggests that these controversies over video games may have been misplaced. The current chapter examines the controversies over video games, data to support and refute these controversies, and how the public debates on video games may have influenced educators’ decisions about the use of video games in their classrooms. It is argued that it is time to acknowledge that the alleged harmfulness of video games was far overrated and that educators may wish to consider how games, even those with mildly violent content, can contribute to education.


Author(s):  
Erin Hoffman

We often discuss the interactive medium as being possibly the ultimate in “meta” studies, touching virtually every discipline, and yet we rarely discuss it in serious terms of that other most comprehensive of humanities: philosophy. Correspondingly, philosophy and the traditional humanities have historically distanced themselves from games, relegating them to some curious and inconsequential sub-study of cultural anthropology if they are studied at all. Yet it is the very human foundational compulsion to contemplate death—as will be shown through the works of philosophers Søren Kierkegaard and Ernest Becker—that drives much of the violent content that makes the video game medium a lightning rod for cultural scrutiny and controversy. The chapter explores two video games—the controversial Super Columbine Massacre RPG!—through the lens of existential death-anxiety to show how video games represent contemplation of fundamental ethical concerns in the human experience.


Author(s):  
Linda Charmaraman ◽  
Amanda M. Richer ◽  
Megan A. Moreno

We examined how risk level of video games, measured by maturity and violence level, was associated with behavioral health, social impacts, and online social interactions. School-based surveys in two different cohorts assessed self-reported gaming behaviors, health, and social media use. For Study 1, our 700 participants were 52% female and 48% White (mean age 12.7). Middle school students who played the high-risk games reported higher depressive symptoms and problematic internet behaviors, less sleep, more time spent playing games, and higher frequency of checking social media than non-gaming students. Those who played high-risk games were less likely to play alone and to play with strangers than those who played minimal-risk games. For Study 2, our 772 participants were 50% female and 57% White (mean age 12.6). Similar to Study 1, we found that those who played the high-risk games spent significantly more time playing games, were more interactive with other players, and had poorer sleep outcomes than non-high-risk gamers. Additionally, playing high-risk games had significantly different social impacts of gaming compared to less-risky gaming, including spending more money on games, spending less time on homework and with family or skipping meals due to gaming. Mature and violent content of video games and amount of online social interaction associated with gaming play a strong role in behavioral health and social impacts within families. These results can inform guidelines to intervene when problematic behaviors emerge.


Author(s):  
Yi Mou ◽  
Wei Peng

While the violent content of video games has caused wide concern among scholars, gender, and racial stereotypes in video games are still an understudied area. The purpose of this chapter is to provide a better understanding of the stereotypical phenomenon in video games. The book chapter first provides a comprehensive review of previous studies conducted upon gender-role and racial portrayals in video games. Then a small-scale content analysis on a sample of official trailers, introductory sequences and covers of 19 of the most popular video games is introduced. Finally, the implications of stereotype in video games and the possible social and psychological impacts on players, especially adolescent players, are discussed.


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