scholarly journals Potential Moderator between Violent Video Games, Prosocial Media Violence and Aggressive Behaviours: Systematic Literature Review

Author(s):  
Mohd Ziyad Afiq Zaharim ◽  
Azlina Mohd Khir ◽  
Amna Md Noor ◽  
Nik Ahmad Sufian Borhan ◽  
Maziatul Akmal Khairuzaman
2014 ◽  
Vol 19 (1) ◽  
pp. 47-55 ◽  
Author(s):  
Brad J. Bushman ◽  
L. Rowell Huesmann

In this commentary, we first analyze Elson and Ferguson’s (2013) attempt to offer a theory that would explain why exposure to family, community, school, and media violence could be related to increased aggression, but not cause such aggression. We conclude that the “new” theory they offer is not very “new.” It differs from dominant social learning theories only in its claim that the relation between exposure to violence and aggression is almost entirely due to people who are genetically or biologically predisposed to be aggressive also exposing themselves to more violence. We show this assertion is strongly contradicted by existing experimental and longitudinal data. We also show that Elson and Ferguson’s so-called “exhaustive review” of empirical data on the topic is seriously flawed; that their claim that effect sizes are trivial is not supported by the math; and that their claim that scholars who believe that violent video games cause aggression are an “extreme” group in a divided field is contradicted by surveys that show the vast majority of researchers believe violent video games increase aggression. We point out that their claim that scholars who believe in media violence effects are having a “moral panic” has no theoretical or empirical support, whereas the contrasting argument that researchers who produce violent media themselves, or use it extensively, are biased by the force of cognitive consistency and experience a “reactance” of “regulatory panic” does have support from psychological theory.


2014 ◽  
Vol 19 (1) ◽  
pp. 60-67 ◽  
Author(s):  
Wayne Warburton

In this comment on Elson and Ferguson (2013) , areas of agreement are noted in terms of the need to thoroughly and scientifically document the boundary conditions under which violent video games most impact players. However it is argued, in contrast to Elson and Ferguson, that violent media generally (and violent video games specifically) can and do increase the likelihood of aggressive behavior and desensitization to violence, and are linked to increases in aggressive attitudes and beliefs. It is also argued that research findings demonstrating these violent video game effects must be considered in terms of both the known impacts of other types of media on human thoughts and behavior, and well-documented psychological processes that have been empirically demonstrated to underlie the acquisition of all types of social behavior, not just aggression. To this end, evidence is provided that other types of media such as advertising are shown to clearly impact human psychology, and psychological mechanisms that potentially underlie media violence effects are discussed. It is further noted that there are no clearly evident reasons as to why violent video games should impact thoughts and behavior less than other media or be subject to different psychological processes. When the research evidence is considered in these contexts, it is concluded that the above-mentioned impacts of violent media exposure on human thought and behavior (including those of violent digital games) are demonstrated to two levels of proof – on the balance of probabilities and beyond reasonable doubt.


2021 ◽  
Vol 5 (CHI PLAY) ◽  
pp. 1-35
Author(s):  
Tobias Drey ◽  
Fabian Fischbach ◽  
Pascal Jansen ◽  
Julian Frommel ◽  
Michael Rietzler ◽  
...  

Players can get stuck in video games, which impedes their process to their goal and results in unfavorable outcomes like negative emotions, impediments of flow, and obstacles for learning. Currently, it is not easily possible to assess if a player is stuck, as no widely accepted definition of "being stuck" in games exists. We conducted 13 expert interviews and a systematic literature review with 104 relevant papers selected from 4022 candidates. We present a definition of "being stuck" that conceptualizes the state as a continuum and contextualize it within related concepts. Our stuck continuum can be applied to regulate the player's stuck level. We propose a taxonomy of measures that are useful for the detection of the level of stuckness and discuss the effectiveness of countermeasures. Our stuck concept is crucial for game developers creating an optimal player experience in games.


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