Video Game Violence Exposure, Neural Responses to Violence, and Aggressive Behavior: An Experimental Study of Desensitization

2008 ◽  
Author(s):  
Geoffrey T. Kerr
2020 ◽  
Vol 70 (2) ◽  
pp. 219-244
Author(s):  
René Weber ◽  
Katharina M Behr ◽  
Jacob T Fisher ◽  
Chelsea Lonergan ◽  
Christian Quebral

Abstract The effect of exposure to violent video game content on aggression is intensely debated. Meta-analyses have produced widely varying estimates as to the effect (or non-effect) of violent video games on subsequent aggressive thoughts and behaviors. Recent work suggests that interactivity and player skill may play key roles in moderating the effects of violent content in video games on aggression. This study investigates the effects of violence, interactivity, and player skill on mild aggressive behavior using a custom-developed first-person shooter game allowing for high levels of experimental control. We conduct effect and equivalence tests with effect size assumptions drawn from prominent meta-analyses in the video game violence literature, finding that aggressive behavior following violent video game play is statistically equivalent to that observed following non-violent game play. We also observe an interaction between violent game content, player skill, and interactivity. When player skill matched the interactivity of the game, violent content led to an increase in aggressive behavior, whereas when player skill did not match the interactivity of the game, violent content decreased aggressive behavior. This interaction is probed using a multiverse analysis incorporating both classical significance testing and Bayesian analyses.


2010 ◽  
Vol 15 (2) ◽  
pp. 99-108 ◽  
Author(s):  
Christopher J. Ferguson ◽  
Stephanie M. Rueda

This article explores commonly discussed theories of violent video game effects: the social learning, mood management, and catharsis hypotheses. An experimental study was carried out to examine violent video game effects. In this study, 103 young adults were given a frustration task and then randomized to play no game, a nonviolent game, a violent game with good versus evil theme (i.e., playing as a good character taking on evil), or a violent game in which they played as a “bad guy.” Results indicated that randomized video game play had no effect on aggressive behavior; real-life violent video game-playing history, however, was predictive of decreased hostile feelings and decreased depression following the frustration task. Results do not support a link between violent video games and aggressive behavior, but do suggest that violent games reduce depression and hostile feelings in players through mood management.


Author(s):  
Jeanne B. Funk ◽  
Jason J. Brouwer ◽  
Kathleen Curtiss ◽  
Shelley Leininger

2008 ◽  
Vol 12 (4) ◽  
pp. 32-35
Author(s):  
Sarah Howe ◽  
Jennifer Stigge ◽  
Brooke Sixta

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