An updated meta-analysis of research on the effects of playing violent video games found:
1) Exposure to violent video games is significantly linked to increases in aggressive behavior, aggressive cognition, aggressive affect, and cardiovascular arousal, and decreases in helping behavior.
2) Experimental studies reveal this linkage to be causal. Correlational studies reveal a linkage to serious, real-world types of aggression.
3) Methodologically stronger studies yielded larger effect sizes than weaker studies, suggesting previous meta-analyses underestimated the true deleterious effects of violent video games on behavior, cognition, and affect.
Running Head VIDEO GAME VIOLENCE AND CHILDREN .docxMARRY7
Running Head: VIDEO GAME VIOLENCE AND CHILDREN 1
VIDEO GAME VIOLENCE AND CHILDREN 5
Video Game Violence and Children
Michele L. Jackson
Argosy University Online
Abstract
Over the past few years, violence in America has been on the rise. In today's society children are becoming more and more violent, causing many experts to wonder if there is a correlation between video games and violent behaviors displayed by youthful offenders. It has been argued for years by Psychologists that children who play violent video games become desensitized after extensive video game playing; a once helpful outgoing child would show signs of behavioral problems. Other experts believe that third party variables such as environment, peer pressure, home life and mental illness contribute to those youthful crimes and that a correlation between video game playing and youth violence does not exist.
Research Proposal
Thesis: Violent video games do not result in violent youths or individuals.
Explanation:
Research conducted by D.M. Daane, (2003) states that “video games do not make children violent without other variables in place, such as environment and mental health status.” Christopher Ferguson (2011) concluded in his research that there is no direct link between an individual’s behavior and violent video games. Bringing up some doubt on other studies that claim the two were related.
Sub points:
1. Violence in the real world has decreased prior to the increase in video games sales.
2. Media narrative revolving violent video games and violence behavior have been caused by limited resources and attention necessary for the society to challenge crime problems.
3. Playing the video games has a minor soothing effect on youths with symptoms of attention deficit thus reduced cases of bullying or negative aggressiveness?
Possible Objections:
1. Extensive video game playing can result in behavioral problems in children (Bavelier, Green, et al, 2011).
2. Violent video games lead to students becoming “listless in school”, (Bavelier, et al, 2011), resulting in bad grades.
3. Young children who are addicted to video games set themselves apart from society consequently they develop shyness and become less informed on reality.
Response to Objections:
1. While there are cases where violent video games have led to aggressive behaviors, there are other underlying variables to consider for these actions; such as mental health problems, peer pressure, abusive environment (Daane, 2003).
2. Children would rather play video games instead of doing school work, it is up to the parent or guardian to ensure that the child completes their school assignments prior to playing video games.
3. If parents chose for their children to play video games with violent content, it is their responsibility to intervene when their child becomes addicted, and begins ...
This document summarizes a study examining the effects of thought content and speed on risk taking. It discusses two previous studies that found faster thought led to greater risk taking. The authors designed a new study to test the effects of both thought speed and content on risk behaviors, as measured by a risk-taking scale, while accounting for gender differences. 28 students viewed short video clips varying in content (neutral vs illicit) and speed (fast vs slow) before completing the risk scale. Results found males reported greater risk-taking than females. While not significant, mean scores suggested faster and illicit content may increase reported risk-taking. The study had limitations like small sample size and could be improved in future research.
INTERPERSONAL RELATIONS AND GROUP PROCESSESEffects of Pros.docxmariuse18nolet
INTERPERSONAL RELATIONS AND GROUP PROCESSES
Effects of Prosocial Video Games on Prosocial Behavior
Tobias Greitemeyer
University of Sussex
Silvia Osswald
Ludwig-Maximilians-University
Previous research has documented that playing violent video games has various negative effects on social
behavior in that it causes an increase in aggressive behavior and a decrease in prosocial behavior. In
contrast, there has been much less evidence on the effects of prosocial video games. In the present
research, 4 experiments examined the hypothesis that playing a prosocial (relative to a neutral) video
game increases helping behavior. In fact, participants who had played a prosocial video game were more
likely to help after a mishap, were more willing (and devoted more time) to assist in further experiments,
and intervened more often in a harassment situation. Results further showed that exposure to prosocial
video games activated the accessibility of prosocial thoughts, which in turn promoted prosocial behavior.
Thus, depending on the content of the video game, playing video games not only has negative effects on
social behavior but has positive effects as well.
Keywords: prosocial behavior, video games, priming
Video games were first created in the 1970s and since then have
grown into a multibillion-dollar industry: The annual U.S. retail
sales of video games reached more than $9.9 billion in 2004 alone.
Recent large-scale surveys show that 70% of homes with children
ages 2 to 17 years have computers and 68% have video game
equipment (Woodard & Gridina, 2000). Eighty-seven percent of
children play video games regularly (Walsh, Gentile, Gieske,
Walsh, & Chasco, 2003). Children ages 2 to 7 years spend an
average of 3 to 5 hr a week playing video games (Gentile & Walsh,
2002), while 8th- and 9th-grade students average 9 hr per week
(Gentile, Lynch, Linder, & Walsh, 2004). Video games are popular
not only among children but also among young and middle-aged
adults. As revealed by the November 2005 Nielsen Active Gamer
study, the age group among players is expanding rapidly into the
25–40 age group (Nielsen Entertainment, 2005).
Despite the widespread popularity of video games, psycholog-
ical studies on their effects are somewhat limited (Lee & Peng,
2006). In particular, studies on the positive effects of video games
on social behavior are exceedingly rare as most of the existing
research has illuminated the negative effects of violent video
games. In fact, playing violent games (in which the predominant
goal is to injure or kill another game character) has been shown to
lead to an increase in aggressive thoughts, feelings, and behavior
(e.g., Anderson et al., 2004). However, are the social consequences
of playing video games always negative? In the framework of the
current research, we examine the possibility that playing video
games with prosocial content (in which the predominant goal is to
benefit another game character) may promote prosocial beha.
Last Name 1Student’s NameBrady AllenEnglish 102-36 Feb.docxsmile790243
Last Name 1
Student’s Name
Brady Allen
English 102-3
6 February 2009
Argumentative Research Paper Proposal: Do Violent
Video Games Potentially Lead to Real-life Violence?
Video games, be it console (Playstation, XBOX, etc.) or computer-based, are commonplace in the American household. Through these games, some say children and teens often learn some valuable life skills and develop hand-eye coordination and argue that the problem with child and teen violence is not a result of these games, but rather a deterioration of the family unit and failure to keep an open line of communication between children and parents. Others say that kids’ obsession with the fantasy of video games disrupts their view of reality and can cause inappropriate behavior, including the carrying out of aggressive or violent acts. Often, this debate hinges around the idea of children being desensitized from the violent and deviant acts they simulate in a video game versus the crimes they can commit in real life. Yet another angle is this: some parents believe competitive and sometimes aggressive behaviors are traits they want their children to have exposure to because they view these characteristics as vital tools for later situations in life. They explain that the ability to play violent video games provides a potential outlet for the frustrations of being a teen, thereby allowing their children to experience violence through a game, rather than pursue real life crime or acts of deviance.
All sides to this argument make legitimate and valid points. However, there is a middle ground that needs to be considered: that violent video games or video games that glamorize lawbreaking and disrespect can act as accelerants; kids who already have issues and instability of mind can be influenced or warped past the breaking strain by such content. There is evidence that violent video games cause increased aggression in their player base, which can lead to real life crime because some teenagers cannot distinguish between virtual reality and actual reality, because they are at a crucial point in life where mental and social development is shaping their personalities and roles in society, and because they sometimes feel they have no one to turn to, so they become obsessively engrossed in this “alter” reality that becomes a virtual role model.
Some questions that need to be addressed in relation to this topic to further shape the working thesis: Do players of violent video games have increased aggression over those of less violent video games, and are the games the cause or just what more aggressive personalities migrate toward? Do these games truly help with life-skills? Does the play of violent video games desensitize teenagers to potential real-life situations, making them less apt to value human life? What type of violence is exhibited by these teenagers that apparently show increased aggression? What have some U.S. states done to prohibit the sale of violent video games? Can th ...
Empirical Article Review and Class DiscussionOrientation to the .docxSALU18
Empirical Article Review and Class Discussion
Orientation to the Study of Psychology
Spring 2016
Assignment Overview
· Find an empirical research article
· Submit a PDF copy of this article for approval.
· Write a 3-4 page formal review paper of the article and submit it to LiveText (see details below) by Sunday, 4/10 @ 10:00am
· Discuss the article and your critique of it with the class on Monday, 4/11
The Review Paper
· Your paper should include the following
· A brief overview of the study
· Hypothesis(es)
· Methods (don’t go into too much detail)
· Results – summarize the main findings (support with tables, graphs, etc.)
· A discussion of the study’s potential impact and importance of the findings
· A critical analysis of
· Methods – what did they do wrong/right?
· Interpretation – did they over-interpret their findings?
· What else needs to be done to address this research topic?
· A brief mention of another study, from any journal, that has also attempted to address this topic – tie your article together with this study (similarities, differences, which is better, etc.)
· Your paper should be 3-4 double-spaced pages in length
· MUST use proper APA-style citations throughout AND have an APA-style references page at the end
· Use proper APA formatting (title page, Times New Roman size-12 font, etc., 1” margins)
Class Discussion
· You will be responsible for sharing your article critique with the class
· No formal presentation or PowerPoint necessary
· Be prepared to answer when you’re called on!!!
Grading
· This assignment is worth 15% of your grade
· Grades will be based on
· Following the instructions of the assignment (selecting an empirical article)
· Thoughtfulness of critical analysis
· Comparison with an outside article
· Quality of class discussion
· Grammar, sentence structure, APA formatting
COMMENTARY
Forensic mental health aspects
of adolescent “cyber bullying”: A
jurisprudent science perspective
BY ERIC Y. DROGIN, J.D., PH.D., ABPP (Forensic)
AND KATHERINE YOUNG, M.D.
“Bullying” involves “aggressive acts made with harmful
intent, repeatedly inflicted by one or more students against
another” (Sacks & Salem, 2009, p. 147). It is a global
phenomenon that is manifested across cultures (Srabstein,
2008), increasingly noted in clinical practice (Jerome &
Segal, 2003), and traceable through centuries of recorded
history (Rigby, 2002). While Cro-Magnon adolescents may
have had to settle for daubing unflattering pictures of their
peers on cave walls, the modern technical incarnation of this
behavior-known as cyber bullying-occurs “when students use
electronic means, including the use of Internet web sites, chat
rooms, instant messaging, text and picture messaging on
phones, and blogs, to bully peers” (Erb, 2008, p. 267).
According to Sadock & Sadock (2007), “in 2000, 1 of 17
children ages 10 to 17 had been threatened or harassed
online” (p. 42).
The Journal of Psychiatry & Law 36/Winterr 2008 679
• P+L //\\ WINTER 20 ...
Dissertation: Investigating the Effects of Violent Video Game Exposure on Sca...James Grant
This document is a research paper investigating the effects of playing violent video games on aggression and hostility. 60 undergraduate psychology students participated in a study where they were randomly assigned to play either a violent, non-violent, or control video game. Aggression and hostility scales were administered before and after gameplay. The results found that violent video games did not significantly increase aggression, and may even lower it in some cases, but did seem to increase hostility. The paper provides background on the debate around violent video games and outlines several theories on how they may influence aggression.
Running Head VIDEO GAME VIOLENCE AND CHILDREN .docxMARRY7
Running Head: VIDEO GAME VIOLENCE AND CHILDREN 1
VIDEO GAME VIOLENCE AND CHILDREN 5
Video Game Violence and Children
Michele L. Jackson
Argosy University Online
Abstract
Over the past few years, violence in America has been on the rise. In today's society children are becoming more and more violent, causing many experts to wonder if there is a correlation between video games and violent behaviors displayed by youthful offenders. It has been argued for years by Psychologists that children who play violent video games become desensitized after extensive video game playing; a once helpful outgoing child would show signs of behavioral problems. Other experts believe that third party variables such as environment, peer pressure, home life and mental illness contribute to those youthful crimes and that a correlation between video game playing and youth violence does not exist.
Research Proposal
Thesis: Violent video games do not result in violent youths or individuals.
Explanation:
Research conducted by D.M. Daane, (2003) states that “video games do not make children violent without other variables in place, such as environment and mental health status.” Christopher Ferguson (2011) concluded in his research that there is no direct link between an individual’s behavior and violent video games. Bringing up some doubt on other studies that claim the two were related.
Sub points:
1. Violence in the real world has decreased prior to the increase in video games sales.
2. Media narrative revolving violent video games and violence behavior have been caused by limited resources and attention necessary for the society to challenge crime problems.
3. Playing the video games has a minor soothing effect on youths with symptoms of attention deficit thus reduced cases of bullying or negative aggressiveness?
Possible Objections:
1. Extensive video game playing can result in behavioral problems in children (Bavelier, Green, et al, 2011).
2. Violent video games lead to students becoming “listless in school”, (Bavelier, et al, 2011), resulting in bad grades.
3. Young children who are addicted to video games set themselves apart from society consequently they develop shyness and become less informed on reality.
Response to Objections:
1. While there are cases where violent video games have led to aggressive behaviors, there are other underlying variables to consider for these actions; such as mental health problems, peer pressure, abusive environment (Daane, 2003).
2. Children would rather play video games instead of doing school work, it is up to the parent or guardian to ensure that the child completes their school assignments prior to playing video games.
3. If parents chose for their children to play video games with violent content, it is their responsibility to intervene when their child becomes addicted, and begins ...
This document summarizes a study examining the effects of thought content and speed on risk taking. It discusses two previous studies that found faster thought led to greater risk taking. The authors designed a new study to test the effects of both thought speed and content on risk behaviors, as measured by a risk-taking scale, while accounting for gender differences. 28 students viewed short video clips varying in content (neutral vs illicit) and speed (fast vs slow) before completing the risk scale. Results found males reported greater risk-taking than females. While not significant, mean scores suggested faster and illicit content may increase reported risk-taking. The study had limitations like small sample size and could be improved in future research.
INTERPERSONAL RELATIONS AND GROUP PROCESSESEffects of Pros.docxmariuse18nolet
INTERPERSONAL RELATIONS AND GROUP PROCESSES
Effects of Prosocial Video Games on Prosocial Behavior
Tobias Greitemeyer
University of Sussex
Silvia Osswald
Ludwig-Maximilians-University
Previous research has documented that playing violent video games has various negative effects on social
behavior in that it causes an increase in aggressive behavior and a decrease in prosocial behavior. In
contrast, there has been much less evidence on the effects of prosocial video games. In the present
research, 4 experiments examined the hypothesis that playing a prosocial (relative to a neutral) video
game increases helping behavior. In fact, participants who had played a prosocial video game were more
likely to help after a mishap, were more willing (and devoted more time) to assist in further experiments,
and intervened more often in a harassment situation. Results further showed that exposure to prosocial
video games activated the accessibility of prosocial thoughts, which in turn promoted prosocial behavior.
Thus, depending on the content of the video game, playing video games not only has negative effects on
social behavior but has positive effects as well.
Keywords: prosocial behavior, video games, priming
Video games were first created in the 1970s and since then have
grown into a multibillion-dollar industry: The annual U.S. retail
sales of video games reached more than $9.9 billion in 2004 alone.
Recent large-scale surveys show that 70% of homes with children
ages 2 to 17 years have computers and 68% have video game
equipment (Woodard & Gridina, 2000). Eighty-seven percent of
children play video games regularly (Walsh, Gentile, Gieske,
Walsh, & Chasco, 2003). Children ages 2 to 7 years spend an
average of 3 to 5 hr a week playing video games (Gentile & Walsh,
2002), while 8th- and 9th-grade students average 9 hr per week
(Gentile, Lynch, Linder, & Walsh, 2004). Video games are popular
not only among children but also among young and middle-aged
adults. As revealed by the November 2005 Nielsen Active Gamer
study, the age group among players is expanding rapidly into the
25–40 age group (Nielsen Entertainment, 2005).
Despite the widespread popularity of video games, psycholog-
ical studies on their effects are somewhat limited (Lee & Peng,
2006). In particular, studies on the positive effects of video games
on social behavior are exceedingly rare as most of the existing
research has illuminated the negative effects of violent video
games. In fact, playing violent games (in which the predominant
goal is to injure or kill another game character) has been shown to
lead to an increase in aggressive thoughts, feelings, and behavior
(e.g., Anderson et al., 2004). However, are the social consequences
of playing video games always negative? In the framework of the
current research, we examine the possibility that playing video
games with prosocial content (in which the predominant goal is to
benefit another game character) may promote prosocial beha.
Last Name 1Student’s NameBrady AllenEnglish 102-36 Feb.docxsmile790243
Last Name 1
Student’s Name
Brady Allen
English 102-3
6 February 2009
Argumentative Research Paper Proposal: Do Violent
Video Games Potentially Lead to Real-life Violence?
Video games, be it console (Playstation, XBOX, etc.) or computer-based, are commonplace in the American household. Through these games, some say children and teens often learn some valuable life skills and develop hand-eye coordination and argue that the problem with child and teen violence is not a result of these games, but rather a deterioration of the family unit and failure to keep an open line of communication between children and parents. Others say that kids’ obsession with the fantasy of video games disrupts their view of reality and can cause inappropriate behavior, including the carrying out of aggressive or violent acts. Often, this debate hinges around the idea of children being desensitized from the violent and deviant acts they simulate in a video game versus the crimes they can commit in real life. Yet another angle is this: some parents believe competitive and sometimes aggressive behaviors are traits they want their children to have exposure to because they view these characteristics as vital tools for later situations in life. They explain that the ability to play violent video games provides a potential outlet for the frustrations of being a teen, thereby allowing their children to experience violence through a game, rather than pursue real life crime or acts of deviance.
All sides to this argument make legitimate and valid points. However, there is a middle ground that needs to be considered: that violent video games or video games that glamorize lawbreaking and disrespect can act as accelerants; kids who already have issues and instability of mind can be influenced or warped past the breaking strain by such content. There is evidence that violent video games cause increased aggression in their player base, which can lead to real life crime because some teenagers cannot distinguish between virtual reality and actual reality, because they are at a crucial point in life where mental and social development is shaping their personalities and roles in society, and because they sometimes feel they have no one to turn to, so they become obsessively engrossed in this “alter” reality that becomes a virtual role model.
Some questions that need to be addressed in relation to this topic to further shape the working thesis: Do players of violent video games have increased aggression over those of less violent video games, and are the games the cause or just what more aggressive personalities migrate toward? Do these games truly help with life-skills? Does the play of violent video games desensitize teenagers to potential real-life situations, making them less apt to value human life? What type of violence is exhibited by these teenagers that apparently show increased aggression? What have some U.S. states done to prohibit the sale of violent video games? Can th ...
Empirical Article Review and Class DiscussionOrientation to the .docxSALU18
Empirical Article Review and Class Discussion
Orientation to the Study of Psychology
Spring 2016
Assignment Overview
· Find an empirical research article
· Submit a PDF copy of this article for approval.
· Write a 3-4 page formal review paper of the article and submit it to LiveText (see details below) by Sunday, 4/10 @ 10:00am
· Discuss the article and your critique of it with the class on Monday, 4/11
The Review Paper
· Your paper should include the following
· A brief overview of the study
· Hypothesis(es)
· Methods (don’t go into too much detail)
· Results – summarize the main findings (support with tables, graphs, etc.)
· A discussion of the study’s potential impact and importance of the findings
· A critical analysis of
· Methods – what did they do wrong/right?
· Interpretation – did they over-interpret their findings?
· What else needs to be done to address this research topic?
· A brief mention of another study, from any journal, that has also attempted to address this topic – tie your article together with this study (similarities, differences, which is better, etc.)
· Your paper should be 3-4 double-spaced pages in length
· MUST use proper APA-style citations throughout AND have an APA-style references page at the end
· Use proper APA formatting (title page, Times New Roman size-12 font, etc., 1” margins)
Class Discussion
· You will be responsible for sharing your article critique with the class
· No formal presentation or PowerPoint necessary
· Be prepared to answer when you’re called on!!!
Grading
· This assignment is worth 15% of your grade
· Grades will be based on
· Following the instructions of the assignment (selecting an empirical article)
· Thoughtfulness of critical analysis
· Comparison with an outside article
· Quality of class discussion
· Grammar, sentence structure, APA formatting
COMMENTARY
Forensic mental health aspects
of adolescent “cyber bullying”: A
jurisprudent science perspective
BY ERIC Y. DROGIN, J.D., PH.D., ABPP (Forensic)
AND KATHERINE YOUNG, M.D.
“Bullying” involves “aggressive acts made with harmful
intent, repeatedly inflicted by one or more students against
another” (Sacks & Salem, 2009, p. 147). It is a global
phenomenon that is manifested across cultures (Srabstein,
2008), increasingly noted in clinical practice (Jerome &
Segal, 2003), and traceable through centuries of recorded
history (Rigby, 2002). While Cro-Magnon adolescents may
have had to settle for daubing unflattering pictures of their
peers on cave walls, the modern technical incarnation of this
behavior-known as cyber bullying-occurs “when students use
electronic means, including the use of Internet web sites, chat
rooms, instant messaging, text and picture messaging on
phones, and blogs, to bully peers” (Erb, 2008, p. 267).
According to Sadock & Sadock (2007), “in 2000, 1 of 17
children ages 10 to 17 had been threatened or harassed
online” (p. 42).
The Journal of Psychiatry & Law 36/Winterr 2008 679
• P+L //\\ WINTER 20 ...
Dissertation: Investigating the Effects of Violent Video Game Exposure on Sca...James Grant
This document is a research paper investigating the effects of playing violent video games on aggression and hostility. 60 undergraduate psychology students participated in a study where they were randomly assigned to play either a violent, non-violent, or control video game. Aggression and hostility scales were administered before and after gameplay. The results found that violent video games did not significantly increase aggression, and may even lower it in some cases, but did seem to increase hostility. The paper provides background on the debate around violent video games and outlines several theories on how they may influence aggression.
Running head RESEARCH PAPER TEMPLATE1RESEARCH PAPER TEMPLATE.docxcharisellington63520
Running head: RESEARCH PAPER TEMPLATE 1
RESEARCH PAPER TEMPLATE 2
Research Paper Template
Firstname Lastname
Argosy University Online
Research Paper Template
Introduction
Methods
Participants
Instruments
Procedure
Ethical Issues
References
Early Methods Section 2
Early Methods Section
Research Methods | PSY302 A01
Dr. Yvonne Bustamante
Argosy University
Tony Williams
27 May 2015
Good work Tony, Please find your feedback attached. Please open this attachment for very detailed feedback on how you can revise and improve subsequent assignments. Kind regards, Yvonne B.
Assignment 2 Grading Criteria
Maximum Points
1) Explanation and justification of research question.
12/12
2) Presentation of hypothesis and null hypothesis.
11/16
3) Analysis of participants exclusion/inclusion factors.
16/16
4) Explanation of sampling technique and characterization of population that sample generalized.
12/12
5) Identification of study's variables.
7/12
6) Operational definitions for each variable are defined.
6/16
7) Development of methods to measure each variable, and the reliability and validity of these measures are evaluated.
11/16
8) Description of technique(s) used for data collection.
12/12
9) Description of the research design being used.
12/12
10) Identification of the research procedure.
12/12
11) Prediction of POTENTIAL ethical issues; POTENTIAL ethical issues are evaluated in terms of how they would be addressed.
20/20
Organization:
· Introduction
· Thesis
· Transitions
· Conclusion
12/12
Usage and Mechanics:
· Grammar
· Spelling
· Sentence Structure
12/12
APA Elements:
· Attribution
· Paraphrasing
· Quotations
16/16
Style:
· Audience
· Word Choice
4/4
Total:
175/200
Introduction
Aggression among the children and the adult is the primary cause of wrong and unethical activity. Children are getting violent and the peers are victimized by the aggressive behaviour among the peer group. Most of the ill will causes are somehow linked with or related with the level of aggression and therefore it becomes important that the factors impacting the aggression in adult and children are studied and examined, so as to address the related issues. Aggressiveness can be classified in short term or long term run. Short behaviour can also be referred as mimicry and the long term aggressiveness is linked with the problem of the brain and can be dangerous for both short and long term (Nauert, 2008).
Explanation and justification of research question
The topic of research is media’s inf.
Optimism as a Mediating Factor in the Relationship between Anxiety and News M...Danielle Hoyt
This survey-design study examined the relationship between degree of news media viewing and state anxiety levels, as well as the potentially moderating role that optimism may play in that relationship. As an independent researcher I was responsible for every aspect of this
study, under the supervision of my faculty advisor, Professor Joseph Trunzo PhD. I conceptualized the area of study, conducted a thorough literature review of existing relevant academic material, and created a research question and hypotheses. I then applied for and obtained approval from both Bryant’s Honors Program and Institutional Review Board. Using similar past studies as a reference, I created the survey format. I then recruited participants through communication with various departments and organizations on Bryant’s campus. I analyzed the data using SPSS software to determine Pearson’s correlation coefficients between several variables, as well as partial correlations when accounting for the optimism variable. I then wrote a paper on the study in addition to giving 2 presentations.
A Content Analysis Of Print News Coverage Of Media Violence And Aggression Re...Jennifer Daniel
The document summarizes research on the relationship between media violence and aggression. It conducted a content analysis of 540 news articles over 30 years and found that coverage generally suggested a link between media violence and aggression, but became more neutral since 2000. This shift may be due to the type of medium discussed or number of sources cited. The document also reviews research showing that both short and long-term exposure to violent media is associated with increased aggression, though some studies have limitations.
PSYA4 - Violent Video Games & Anti-Social BehaviourJobbles
An analysis of the research used, and argument for, the view that violent video games result in an increased level of anti-social behaviour.
Created for PSYA4 A2-Level Psychology homework.
This document summarizes research on the relationship between violent entertainment media (music, video games, TV) and aggression in adolescents. It finds that while other factors like environment and individual traits also influence aggression, exposure to violent media does appear to increase aggressive attitudes and behaviors in teens. The research showed this relationship even after accounting for other variables. Future work should explore ways to reduce violent media's effects, especially on young males.
Nightmare protection thesis of video game play in first responders poster 201...jgackenb
This is a poster presentation which was made at the 2013 meeting of the International Assocation for the Study of Dreams. It examines the nightmare protection thesis of video game play in first responders.
This document is a research paper written by Shaun Watson that examines the positive and negative effects that video game use can have on personality development. The paper reviews previous research on both the cognitive, social, emotional, and educational impacts of video games. Some key findings discussed include: research showing video games can increase cognitive abilities like working memory but may also increase tendencies towards cheating; studies demonstrating social games can increase prosocial behavior but violent games may decrease empathy; and evidence that educational games can benefit learning but effects may not transfer to other contexts. The paper aims to provide a balanced analysis of the literature on both the benefits and drawbacks of video game use.
Self-Construal, Media Use and Dreams between Canadians of Differing Cultural ...jgackenb
This study examined the relationships between culture, media use, and dreaming in Canadian undergraduate students. Over 450 participants completed an online survey assessing demographics, video game and social media use, dream experiences, and independent versus interdependent self-construal. Factor analyses revealed factors related to video game play, social media use, and dream emotions. Regression analyses showed some associations between media use factors and dream factors, such as positive associations between video game play and dream work, and between social media use and dream amount/altered episodes. Culture showed no direct associations with dreaming. The study aimed to investigate how culture may mediate relationships between media use and dreaming.
This paper examines the debate around whether violent video games increase aggression in young people. It provides background on the rise of video game violence since the 1970s and increasing exposure of adolescents. The paper then reviews the debate, noting challenges in defining and measuring aggression across cultures. It presents the General Aggression Model, which proposes that violent media can activate aggressive knowledge structures through proximal and distal risk factors. The paper summarizes three studies that provide evidence for the model, finding short-term increases in aggression from violent games and longitudinal links between game violence exposure and later hostility and aggression. While more research is still needed, the paper argues the evidence supports causal claims about the effects of video game violence on aggression.
This document presents a comprehensive study on whether there is a link between video games and violence in youth. It examines statistics, medical journals, news articles, and psychological studies. The studies find no correlation between violence and video games. Violent crime rates have significantly decreased in the U.S. from 1994 to 2010 while video game sales have increased. Longitudinal studies also find that the amount of time youth spend playing video games has no adverse effects on behavior. While some argue that video games cause violence, the extensive research presented in this document finds no evidence to support that claim.
Theory and Research Proposal Senior ProjectKyra Dillard
This document discusses research on the relationship between playing violent video games and increased aggression in adolescents. It summarizes several studies that found adolescents who played violent video games were more likely to exhibit aggressive behaviors compared to those who played non-violent games. The document also discusses social learning theory, which suggests that behavior is learned through observation, and that adolescents may learn aggressive behaviors by observing and mimicking violence in video games.
The Psychology of Aggression and Video GamesSandra Knecht
This document reviews research on the relationship between violent video games and aggression. It discusses foundational research on observational learning of aggression and the differences between video games and other media. Studies have found both short-term increases in aggressive behaviors and attitudes from playing violent video games as well as potential long-term effects. However, the direction of the relationship is unclear, as trait aggression may influence game preferences as well. More research is still needed to fully understand the complex interaction between individuals and gaming experiences over time.
INTERVENTION PLAN FOR AGGRESSIVENESS DUE TO VIOLENT VIDEO GAMING.
The Intervention plan this paper is by Jaimee Dugger titled “What are the effects of playing violent video games on aggressive behaviors in young adults?” Where he reveals that video games are produced and marketed to target children and youths. According to him, the videos come in different forms from cartoon games, football games, and violent and non-violent games. Non-violent games help improve social skills and reduce stress. They also improve sharpness and memory in children. However, negative attention has been towards violent video games, which have adverse negative effects. These video games include American forces, doom, the grand theft auto and death motto.
The research presentation motivated me to attribute violent video games to the aggressive behaviors from their users depending on their personalities. This is because they make gamers, the target audience, to confuse between reality and digital fantasy in these games. The research presentation shows that effects of these games towards aggression depend on cognition, arousal and affect, which are contributed by frustration. Cognitive information processing model helps to determine how social environment surrounding someone can affect the way they react and interact. Moreover, past experiences also affect the individual’s current behaviors. Violent video games cause decrease in cardiac coherence, which is enhanced by high stress levels caused by noise in the violent video games as opposed to non-violent ones. Cardiac coherence is a condition used to determine balance in the nervous system and coordination between breathing and heart rate.
A change in the part of brain that deals with cognitive function was discovered in individuals after a period of playing violent video games. Long term effects of these games develop due to the fact that human beings learn from infancy how to respond to situations according to obtained knowledge. Users of these games will tend to respond to situations using the aggression used in these violent video games without noticing the difference between reality and fantasy in these games.
According to McDonnell (2010), an intervention plan is necessary for individuals that exhibit aggressive behavior a result of violent video gaming, it should involve activities such as; advising people in the surrounding to avoid any verbal engagement with these individuals or touch them. During this time, non-verbal signs and cues should be used to communicate with these individuals. In addition, they should be allowed to sit in silent rooms away from others and mostly should be near an exit (McDonnell, 2010).
The research presentation explores various specific techniques, as provision of small group instructions is also necessary. These instructions will help to monitor the affected individuals. Discussed procedures on how to execute their plan o.
Dissertation FINAL (Autosaved)FINAINFINALRyan Cockrell
This document is a dissertation submitted by Ryan William Cockrell in partial fulfillment of the requirements for a degree in Forensic Psychology and Criminal Justice. The dissertation explores attitudes of students towards the reintegration of sex offenders in light of increased media coverage of sexual offenses, known as the "Yewtree Effect". The literature review discusses legislative responses to sex offending, the impact of media on public attitudes, gender differences in attitudes, and the role of training and experience. The study aims to investigate how gender, program of study, and attitudes towards media representation influence attitudes towards sex offender reintegration.
The document discusses research on the effects of violent video game exposure on attitudes towards victims of crime. It describes a study that found higher levels of violent game play were associated with lower levels of concern for different types of victims, including general victims, vulnerable victims, and culpable victims. Specifically, it found that young people who play more violent video games reported less concern overall and for these victim types. The study suggests long-term exposure to violent video games may influence views of culpability and blame. However, it notes that individual experiences and gender differences also need further exploration to understand these effects.
First article Shooting in the darkFull TextThe young .docxAKHIL969626
First article : Shooting in the dark:
Full Text
The young men who opened fire at Columbine High School, at the movie theater in Aurora, Colo., and in other massacres had this in common: they were video gamers who seemed to be acting out some dark digital fantasy. It was as if all that exposure to computerized violence gave them the idea to go on a rampage -- or at least fueled their urges.
But did it really?
Social scientists have been studying and debating the effects of media violence on behavior since the 1950s, and video games in particular since the 1980s. The issue is especially relevant today, because the games are more realistic and bloodier than ever, and because most American boys play them at some point. Girls play at lower rates and are significantly less likely to play violent games.
A burst of new research has begun to clarify what can and cannot be said about the effects of violent gaming. Playing the games can and does stir hostile urges and mildly aggressive behavior in the short term. Moreover, youngsters who develop a gaming habit can become slightly more aggressive -- as measured by clashes with peers, for instance -- at least over a period of a year or two.
Yet it is not at all clear whether, over longer periods, such a habit increases the likelihood that a person will commit a violent crime, like murder, rape, or assault, much less a Newtown-like massacre. (Such calculated rampages are too rare to study in any rigorous way, researchers agree.)
"I don't know that a psychological study can ever answer that question definitively," said Michael R. Ward, an economist at the University of Texas, Arlington. "We are left to glean what we can from the data and research on video game use that we have."
The research falls into three categories: short-term laboratory experiments; longer-term studies, often based in schools; and correlation studies -- between playing time and aggression, for instance, or between video game sales and trends in violent crime.
Lab experiments confirm what any gamer knows in his gut: playing games like "Call of Duty," "Killzone 3" or "Battlefield 3" stirs the blood. In one recent study, Christopher Barlett, a psychologist at Iowa State University, led a research team that had 47 undergraduates play "Mortal Kombat: Deadly Alliance" for 15 minutes. Afterward, the team took various measures of arousal, both physical and psychological. It also tested whether the students would behave more aggressively, by having them dole out hot sauce to a fellow student who, they were told, did not like spicy food but had to swallow the sauce.
Sure enough, compared with a group who had played a nonviolent video game, those who had been engaged in "Mortal Kombat" were more aggressive across the board. They gave their fellow students significantly bigger portions of the hot sauce.
Many similar studies have found the same thing: A dose of violent gaming makes people act a little more rudely than they would otherwise, at le ...
Computer GameStudents NameCourse Name and NumberInstructor.docxmccormicknadine86
Computer Game
Students Name:
Course Name and Number:
Instructor Name:
Institution Name:
Date Submitted:
Introduction
With the increased forms of PC games such as Pong, league of legends and online games, computer games have turned to be the most influential and profitable kind of business and entertainment today. However, following a recent finding, computer games have turned out to be one of the most addictive games for both youths and parents as many are played Universities and homes hence the disadvantages outweigh the advantages. According to Nieborg and de Kloet (2016) claim that the computer games market has developed and kept on growing at a phenomenal speed in the Scandinavian regions, not forgetting Sweden at large as it is so admired leisure activity among children, adolescents, and some parents.
Aim
This research aims to find out the disadvantages of computer gaming among children and adolescents. Furthermore, it tries to explain why children and adolescents turned out to be addicted while examining the social norms as well as the day-to-day habits of the addicts.
The research Questions
a) How did children and adolescents turn out to be addicted to computer games?
b) What are the disadvantages of computer games?
Preliminary Findings/ideas and approaches
Through the employment of qualitative research, which is a kind of social science research that gathers and performs well with non-numerical data as well as helps to interpret significance from these data that assist us to comprehend social life conduct through the research of targeted populations or areas. We, therefore, assess ethical concerns, trustworthiness and the legitimacy of the research
The findings showed that children and adolescents play computer games compulsively, isolating themselves from social contact and focusing almost entirely on in-game achievements instead of out-game life events like playing soccer, athletics, as well as socializing with relatives and friends. Also, the computer game addicts tend to value so much the indoor computer game compared to out-door field and track events. According to Grüsser and colleagues (2006) pinpoint that individuals having computer gaming addiction may be suffering from a real mental health disorder that may be problematic due to compulsive utilize of the computer.
Additionally, the finding showed that other admired computer games encourage violence and crime thus children and adolescents who mature playing these kinds of games can get involved in anti-social conducts and although they do not exactly turn out to be criminals, they can still demonstrate disrespect for moral values in the future.
The issue is worth Investigating
Finally, the issue is worth researching because after analyzing the benefits and shortcomings of playing computer games, it is clear to see that the shortcomings outweigh the benefits. In my view, guardians should limit the period their children, as well as adolescents, spend on playing comput ...
The document discusses research on the effects of violent programming on young viewers. Extensive research has found that violence in various types of programming like TV shows, movies, video games and commercials can negatively impact young viewers in several ways. Studies have shown that exposure to violent programming can lead to more aggressive behavior, increased fear responses, and unhealthy attitudes about crime and safety. The effects seem to depend on factors like the context of violence portrayed, intensity, consequences shown, and number of hours of exposure. Severe impacts identified include sexual deviance, teen pregnancy, eating disorders and mental health issues.
Violence In Video Games by Jamie ProudlockIronPumba
The document discusses research on the relationship between media violence and real-world aggression. Some studies have found short-term increases in aggression in children after viewing violent movies or TV. However, other researchers argue these lab studies fail to account for other factors like mental health or family life. While some research links violent video games to aggression, studies have also found youth violence decreased as video game popularity rose. The document concludes that there is no conclusive evidence that media alone causes violence, and factors like culture, parenting, and access to mental healthcare need consideration.
Mass Shootings
JUST300-06
Leslie Garcia
December 3, 2018
STEP 1:
Cabrera, J. F., & Kwon, R. (2018). Income Inequality, Household Income, and Mass Shooting in the United States. Frontiers in Public Health, 6, 294.
The authors hypothesized that there is a positive relationship between income inequality and mass shootings. Furthermore, these authors also hypothesize that mass shootings vary based on regional locations. The authors of these articles aimed at extending the previous research that finds stronger evidence regarding the positive relations between income inequality and mass shootings. Authors of the study employed previous research that finds a strong positive relationship between income inequality and mass shootings through examining the impact of the family's income and the association between inequality and income. In order to perform the analysis regarding the effects of the family’s income and the interaction between inequality and income, authors compiled data from 3,144 nations from 1990 to 2015. The outcome of this study indicates that even though the income inequality and income alone are the predictors of the mass shootings, the impacts of mass shootings are stronger when combining via interaction. The results also show the highest number of shootings are those that combine both high levels of inequality and high levels of income. To handle the epidemic issue of mass shootings, it is important to have a clear understanding of how to tackle the rise in inequality and unstable environments which leads to the existence of inequality.This study is important since it gives some of the reasons why there are high incidences of a mass shooting in some regions as compared to others. Therefore, it gives a direct solution to ensure that there is equal distribution of resources and equal employment opportunities to ensure that the issue of mass shootings is dealt with. This study also indicates that effective solutions to mass shootings need to involve the understanding of the main causes of mass shootings
Lowe, S. R., & Galea, S. (2017). The Mental Health Consequences of Mass Shootings. Trauma, Violence, & Abuse , 18 (1), 62-82.
The authors of this study hypothesized that mass shooting leads to adverse psychological outcomes among the survivors and the members of the community affected. Another hypothesis is that there is little knowledge regarding the adverse psychological impacts of mass shootings on the exposed individuals. A total of 49 peer-reviewed articles which consisted of 27 independent samples following 15 mass shooting cases were used. The author's employed peer-reviewed research methods to select samples. The key findings of the study are that mass shootings are associated with various adverse psychological impacts in the survivors as well as the members of the affected families. Risk factors for the negative psychological outcome include demographic and the pre-incident features related t.
Writing Research Papers, Research Navigator EditioTina Gabel
Female sex offenders are often overlooked compared to male sex offenders, but women are just as likely to commit sex offenses. Women sex offenders frequently target their students if they are teachers, giving them access to hundreds of underaged children each school year that they can prey upon or have intimate relationships with. Most people automatically assume a sex offender is male when they hear about such a crime. However, females are capable of being sex offenders too.
Synthesis Statement. How To Write A SyntheTina Gabel
The document provides steps for requesting writing assistance from HelpWriting.net:
1. Create an account with a password and email.
2. Complete a 10-minute order form providing instructions, sources, and deadline. Attach sample work to imitate writing style.
3. Review bids from writers and choose one based on qualifications. Place a deposit to start the assignment.
4. Ensure the paper meets expectations and authorize final payment. Free revisions are provided.
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Running head RESEARCH PAPER TEMPLATE1RESEARCH PAPER TEMPLATE.docxcharisellington63520
Running head: RESEARCH PAPER TEMPLATE 1
RESEARCH PAPER TEMPLATE 2
Research Paper Template
Firstname Lastname
Argosy University Online
Research Paper Template
Introduction
Methods
Participants
Instruments
Procedure
Ethical Issues
References
Early Methods Section 2
Early Methods Section
Research Methods | PSY302 A01
Dr. Yvonne Bustamante
Argosy University
Tony Williams
27 May 2015
Good work Tony, Please find your feedback attached. Please open this attachment for very detailed feedback on how you can revise and improve subsequent assignments. Kind regards, Yvonne B.
Assignment 2 Grading Criteria
Maximum Points
1) Explanation and justification of research question.
12/12
2) Presentation of hypothesis and null hypothesis.
11/16
3) Analysis of participants exclusion/inclusion factors.
16/16
4) Explanation of sampling technique and characterization of population that sample generalized.
12/12
5) Identification of study's variables.
7/12
6) Operational definitions for each variable are defined.
6/16
7) Development of methods to measure each variable, and the reliability and validity of these measures are evaluated.
11/16
8) Description of technique(s) used for data collection.
12/12
9) Description of the research design being used.
12/12
10) Identification of the research procedure.
12/12
11) Prediction of POTENTIAL ethical issues; POTENTIAL ethical issues are evaluated in terms of how they would be addressed.
20/20
Organization:
· Introduction
· Thesis
· Transitions
· Conclusion
12/12
Usage and Mechanics:
· Grammar
· Spelling
· Sentence Structure
12/12
APA Elements:
· Attribution
· Paraphrasing
· Quotations
16/16
Style:
· Audience
· Word Choice
4/4
Total:
175/200
Introduction
Aggression among the children and the adult is the primary cause of wrong and unethical activity. Children are getting violent and the peers are victimized by the aggressive behaviour among the peer group. Most of the ill will causes are somehow linked with or related with the level of aggression and therefore it becomes important that the factors impacting the aggression in adult and children are studied and examined, so as to address the related issues. Aggressiveness can be classified in short term or long term run. Short behaviour can also be referred as mimicry and the long term aggressiveness is linked with the problem of the brain and can be dangerous for both short and long term (Nauert, 2008).
Explanation and justification of research question
The topic of research is media’s inf.
Optimism as a Mediating Factor in the Relationship between Anxiety and News M...Danielle Hoyt
This survey-design study examined the relationship between degree of news media viewing and state anxiety levels, as well as the potentially moderating role that optimism may play in that relationship. As an independent researcher I was responsible for every aspect of this
study, under the supervision of my faculty advisor, Professor Joseph Trunzo PhD. I conceptualized the area of study, conducted a thorough literature review of existing relevant academic material, and created a research question and hypotheses. I then applied for and obtained approval from both Bryant’s Honors Program and Institutional Review Board. Using similar past studies as a reference, I created the survey format. I then recruited participants through communication with various departments and organizations on Bryant’s campus. I analyzed the data using SPSS software to determine Pearson’s correlation coefficients between several variables, as well as partial correlations when accounting for the optimism variable. I then wrote a paper on the study in addition to giving 2 presentations.
A Content Analysis Of Print News Coverage Of Media Violence And Aggression Re...Jennifer Daniel
The document summarizes research on the relationship between media violence and aggression. It conducted a content analysis of 540 news articles over 30 years and found that coverage generally suggested a link between media violence and aggression, but became more neutral since 2000. This shift may be due to the type of medium discussed or number of sources cited. The document also reviews research showing that both short and long-term exposure to violent media is associated with increased aggression, though some studies have limitations.
PSYA4 - Violent Video Games & Anti-Social BehaviourJobbles
An analysis of the research used, and argument for, the view that violent video games result in an increased level of anti-social behaviour.
Created for PSYA4 A2-Level Psychology homework.
This document summarizes research on the relationship between violent entertainment media (music, video games, TV) and aggression in adolescents. It finds that while other factors like environment and individual traits also influence aggression, exposure to violent media does appear to increase aggressive attitudes and behaviors in teens. The research showed this relationship even after accounting for other variables. Future work should explore ways to reduce violent media's effects, especially on young males.
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This document is a research paper written by Shaun Watson that examines the positive and negative effects that video game use can have on personality development. The paper reviews previous research on both the cognitive, social, emotional, and educational impacts of video games. Some key findings discussed include: research showing video games can increase cognitive abilities like working memory but may also increase tendencies towards cheating; studies demonstrating social games can increase prosocial behavior but violent games may decrease empathy; and evidence that educational games can benefit learning but effects may not transfer to other contexts. The paper aims to provide a balanced analysis of the literature on both the benefits and drawbacks of video game use.
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This study examined the relationships between culture, media use, and dreaming in Canadian undergraduate students. Over 450 participants completed an online survey assessing demographics, video game and social media use, dream experiences, and independent versus interdependent self-construal. Factor analyses revealed factors related to video game play, social media use, and dream emotions. Regression analyses showed some associations between media use factors and dream factors, such as positive associations between video game play and dream work, and between social media use and dream amount/altered episodes. Culture showed no direct associations with dreaming. The study aimed to investigate how culture may mediate relationships between media use and dreaming.
This paper examines the debate around whether violent video games increase aggression in young people. It provides background on the rise of video game violence since the 1970s and increasing exposure of adolescents. The paper then reviews the debate, noting challenges in defining and measuring aggression across cultures. It presents the General Aggression Model, which proposes that violent media can activate aggressive knowledge structures through proximal and distal risk factors. The paper summarizes three studies that provide evidence for the model, finding short-term increases in aggression from violent games and longitudinal links between game violence exposure and later hostility and aggression. While more research is still needed, the paper argues the evidence supports causal claims about the effects of video game violence on aggression.
This document presents a comprehensive study on whether there is a link between video games and violence in youth. It examines statistics, medical journals, news articles, and psychological studies. The studies find no correlation between violence and video games. Violent crime rates have significantly decreased in the U.S. from 1994 to 2010 while video game sales have increased. Longitudinal studies also find that the amount of time youth spend playing video games has no adverse effects on behavior. While some argue that video games cause violence, the extensive research presented in this document finds no evidence to support that claim.
Theory and Research Proposal Senior ProjectKyra Dillard
This document discusses research on the relationship between playing violent video games and increased aggression in adolescents. It summarizes several studies that found adolescents who played violent video games were more likely to exhibit aggressive behaviors compared to those who played non-violent games. The document also discusses social learning theory, which suggests that behavior is learned through observation, and that adolescents may learn aggressive behaviors by observing and mimicking violence in video games.
The Psychology of Aggression and Video GamesSandra Knecht
This document reviews research on the relationship between violent video games and aggression. It discusses foundational research on observational learning of aggression and the differences between video games and other media. Studies have found both short-term increases in aggressive behaviors and attitudes from playing violent video games as well as potential long-term effects. However, the direction of the relationship is unclear, as trait aggression may influence game preferences as well. More research is still needed to fully understand the complex interaction between individuals and gaming experiences over time.
INTERVENTION PLAN FOR AGGRESSIVENESS DUE TO VIOLENT VIDEO GAMING.
The Intervention plan this paper is by Jaimee Dugger titled “What are the effects of playing violent video games on aggressive behaviors in young adults?” Where he reveals that video games are produced and marketed to target children and youths. According to him, the videos come in different forms from cartoon games, football games, and violent and non-violent games. Non-violent games help improve social skills and reduce stress. They also improve sharpness and memory in children. However, negative attention has been towards violent video games, which have adverse negative effects. These video games include American forces, doom, the grand theft auto and death motto.
The research presentation motivated me to attribute violent video games to the aggressive behaviors from their users depending on their personalities. This is because they make gamers, the target audience, to confuse between reality and digital fantasy in these games. The research presentation shows that effects of these games towards aggression depend on cognition, arousal and affect, which are contributed by frustration. Cognitive information processing model helps to determine how social environment surrounding someone can affect the way they react and interact. Moreover, past experiences also affect the individual’s current behaviors. Violent video games cause decrease in cardiac coherence, which is enhanced by high stress levels caused by noise in the violent video games as opposed to non-violent ones. Cardiac coherence is a condition used to determine balance in the nervous system and coordination between breathing and heart rate.
A change in the part of brain that deals with cognitive function was discovered in individuals after a period of playing violent video games. Long term effects of these games develop due to the fact that human beings learn from infancy how to respond to situations according to obtained knowledge. Users of these games will tend to respond to situations using the aggression used in these violent video games without noticing the difference between reality and fantasy in these games.
According to McDonnell (2010), an intervention plan is necessary for individuals that exhibit aggressive behavior a result of violent video gaming, it should involve activities such as; advising people in the surrounding to avoid any verbal engagement with these individuals or touch them. During this time, non-verbal signs and cues should be used to communicate with these individuals. In addition, they should be allowed to sit in silent rooms away from others and mostly should be near an exit (McDonnell, 2010).
The research presentation explores various specific techniques, as provision of small group instructions is also necessary. These instructions will help to monitor the affected individuals. Discussed procedures on how to execute their plan o.
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This document is a dissertation submitted by Ryan William Cockrell in partial fulfillment of the requirements for a degree in Forensic Psychology and Criminal Justice. The dissertation explores attitudes of students towards the reintegration of sex offenders in light of increased media coverage of sexual offenses, known as the "Yewtree Effect". The literature review discusses legislative responses to sex offending, the impact of media on public attitudes, gender differences in attitudes, and the role of training and experience. The study aims to investigate how gender, program of study, and attitudes towards media representation influence attitudes towards sex offender reintegration.
The document discusses research on the effects of violent video game exposure on attitudes towards victims of crime. It describes a study that found higher levels of violent game play were associated with lower levels of concern for different types of victims, including general victims, vulnerable victims, and culpable victims. Specifically, it found that young people who play more violent video games reported less concern overall and for these victim types. The study suggests long-term exposure to violent video games may influence views of culpability and blame. However, it notes that individual experiences and gender differences also need further exploration to understand these effects.
First article Shooting in the darkFull TextThe young .docxAKHIL969626
First article : Shooting in the dark:
Full Text
The young men who opened fire at Columbine High School, at the movie theater in Aurora, Colo., and in other massacres had this in common: they were video gamers who seemed to be acting out some dark digital fantasy. It was as if all that exposure to computerized violence gave them the idea to go on a rampage -- or at least fueled their urges.
But did it really?
Social scientists have been studying and debating the effects of media violence on behavior since the 1950s, and video games in particular since the 1980s. The issue is especially relevant today, because the games are more realistic and bloodier than ever, and because most American boys play them at some point. Girls play at lower rates and are significantly less likely to play violent games.
A burst of new research has begun to clarify what can and cannot be said about the effects of violent gaming. Playing the games can and does stir hostile urges and mildly aggressive behavior in the short term. Moreover, youngsters who develop a gaming habit can become slightly more aggressive -- as measured by clashes with peers, for instance -- at least over a period of a year or two.
Yet it is not at all clear whether, over longer periods, such a habit increases the likelihood that a person will commit a violent crime, like murder, rape, or assault, much less a Newtown-like massacre. (Such calculated rampages are too rare to study in any rigorous way, researchers agree.)
"I don't know that a psychological study can ever answer that question definitively," said Michael R. Ward, an economist at the University of Texas, Arlington. "We are left to glean what we can from the data and research on video game use that we have."
The research falls into three categories: short-term laboratory experiments; longer-term studies, often based in schools; and correlation studies -- between playing time and aggression, for instance, or between video game sales and trends in violent crime.
Lab experiments confirm what any gamer knows in his gut: playing games like "Call of Duty," "Killzone 3" or "Battlefield 3" stirs the blood. In one recent study, Christopher Barlett, a psychologist at Iowa State University, led a research team that had 47 undergraduates play "Mortal Kombat: Deadly Alliance" for 15 minutes. Afterward, the team took various measures of arousal, both physical and psychological. It also tested whether the students would behave more aggressively, by having them dole out hot sauce to a fellow student who, they were told, did not like spicy food but had to swallow the sauce.
Sure enough, compared with a group who had played a nonviolent video game, those who had been engaged in "Mortal Kombat" were more aggressive across the board. They gave their fellow students significantly bigger portions of the hot sauce.
Many similar studies have found the same thing: A dose of violent gaming makes people act a little more rudely than they would otherwise, at le ...
Computer GameStudents NameCourse Name and NumberInstructor.docxmccormicknadine86
Computer Game
Students Name:
Course Name and Number:
Instructor Name:
Institution Name:
Date Submitted:
Introduction
With the increased forms of PC games such as Pong, league of legends and online games, computer games have turned to be the most influential and profitable kind of business and entertainment today. However, following a recent finding, computer games have turned out to be one of the most addictive games for both youths and parents as many are played Universities and homes hence the disadvantages outweigh the advantages. According to Nieborg and de Kloet (2016) claim that the computer games market has developed and kept on growing at a phenomenal speed in the Scandinavian regions, not forgetting Sweden at large as it is so admired leisure activity among children, adolescents, and some parents.
Aim
This research aims to find out the disadvantages of computer gaming among children and adolescents. Furthermore, it tries to explain why children and adolescents turned out to be addicted while examining the social norms as well as the day-to-day habits of the addicts.
The research Questions
a) How did children and adolescents turn out to be addicted to computer games?
b) What are the disadvantages of computer games?
Preliminary Findings/ideas and approaches
Through the employment of qualitative research, which is a kind of social science research that gathers and performs well with non-numerical data as well as helps to interpret significance from these data that assist us to comprehend social life conduct through the research of targeted populations or areas. We, therefore, assess ethical concerns, trustworthiness and the legitimacy of the research
The findings showed that children and adolescents play computer games compulsively, isolating themselves from social contact and focusing almost entirely on in-game achievements instead of out-game life events like playing soccer, athletics, as well as socializing with relatives and friends. Also, the computer game addicts tend to value so much the indoor computer game compared to out-door field and track events. According to Grüsser and colleagues (2006) pinpoint that individuals having computer gaming addiction may be suffering from a real mental health disorder that may be problematic due to compulsive utilize of the computer.
Additionally, the finding showed that other admired computer games encourage violence and crime thus children and adolescents who mature playing these kinds of games can get involved in anti-social conducts and although they do not exactly turn out to be criminals, they can still demonstrate disrespect for moral values in the future.
The issue is worth Investigating
Finally, the issue is worth researching because after analyzing the benefits and shortcomings of playing computer games, it is clear to see that the shortcomings outweigh the benefits. In my view, guardians should limit the period their children, as well as adolescents, spend on playing comput ...
The document discusses research on the effects of violent programming on young viewers. Extensive research has found that violence in various types of programming like TV shows, movies, video games and commercials can negatively impact young viewers in several ways. Studies have shown that exposure to violent programming can lead to more aggressive behavior, increased fear responses, and unhealthy attitudes about crime and safety. The effects seem to depend on factors like the context of violence portrayed, intensity, consequences shown, and number of hours of exposure. Severe impacts identified include sexual deviance, teen pregnancy, eating disorders and mental health issues.
Violence In Video Games by Jamie ProudlockIronPumba
The document discusses research on the relationship between media violence and real-world aggression. Some studies have found short-term increases in aggression in children after viewing violent movies or TV. However, other researchers argue these lab studies fail to account for other factors like mental health or family life. While some research links violent video games to aggression, studies have also found youth violence decreased as video game popularity rose. The document concludes that there is no conclusive evidence that media alone causes violence, and factors like culture, parenting, and access to mental healthcare need consideration.
Mass Shootings
JUST300-06
Leslie Garcia
December 3, 2018
STEP 1:
Cabrera, J. F., & Kwon, R. (2018). Income Inequality, Household Income, and Mass Shooting in the United States. Frontiers in Public Health, 6, 294.
The authors hypothesized that there is a positive relationship between income inequality and mass shootings. Furthermore, these authors also hypothesize that mass shootings vary based on regional locations. The authors of these articles aimed at extending the previous research that finds stronger evidence regarding the positive relations between income inequality and mass shootings. Authors of the study employed previous research that finds a strong positive relationship between income inequality and mass shootings through examining the impact of the family's income and the association between inequality and income. In order to perform the analysis regarding the effects of the family’s income and the interaction between inequality and income, authors compiled data from 3,144 nations from 1990 to 2015. The outcome of this study indicates that even though the income inequality and income alone are the predictors of the mass shootings, the impacts of mass shootings are stronger when combining via interaction. The results also show the highest number of shootings are those that combine both high levels of inequality and high levels of income. To handle the epidemic issue of mass shootings, it is important to have a clear understanding of how to tackle the rise in inequality and unstable environments which leads to the existence of inequality.This study is important since it gives some of the reasons why there are high incidences of a mass shooting in some regions as compared to others. Therefore, it gives a direct solution to ensure that there is equal distribution of resources and equal employment opportunities to ensure that the issue of mass shootings is dealt with. This study also indicates that effective solutions to mass shootings need to involve the understanding of the main causes of mass shootings
Lowe, S. R., & Galea, S. (2017). The Mental Health Consequences of Mass Shootings. Trauma, Violence, & Abuse , 18 (1), 62-82.
The authors of this study hypothesized that mass shooting leads to adverse psychological outcomes among the survivors and the members of the community affected. Another hypothesis is that there is little knowledge regarding the adverse psychological impacts of mass shootings on the exposed individuals. A total of 49 peer-reviewed articles which consisted of 27 independent samples following 15 mass shooting cases were used. The author's employed peer-reviewed research methods to select samples. The key findings of the study are that mass shootings are associated with various adverse psychological impacts in the survivors as well as the members of the affected families. Risk factors for the negative psychological outcome include demographic and the pre-incident features related t.
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An Update On The Effects Of Playing Violent Video Games
1. www.elsevier.com/locate/jado
Journal of
Adolescence
Journal of Adolescence 27 (2004) 113–122
An update on the effects of playing violent video games
Craig A. Anderson*
Department of Psychology, W112 Lagomarcino Hall, Iowa State University, Ames 50011-3180, USA
Received 30 October 2003; accepted 30 October 2003
Abstract
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.
r 2003 The Association for Professionals in Services for Adolescents. Published by Elsevier Ltd. All rights
reserved.
An update on the effects of violent video games
For many in the general public, the problem of video game violence first emerged with school
shootings by avid players of such games at West Paducah, Kentucky (December, 1997);
Jonesboro, Arkansas (March, 1998); Springfield, Oregon (May, 1998), and Littleton, Colorado
(April, 1999). More recent violent crimes that have been linked to violent video games include a
school shooting spree in Santee, California (March, 2001); a violent crime spree in Oakland,
California (January, 2003); five homicides in Long Prairie and Minneapolis, Minnesota (May,
2003); beating deaths in Medina, Ohio (November, 2002) and Wyoming, Michigan (November,
2002); school shootings in Wellsboro, Pennsylvania (June, 2003) and Red Lion, Pennsylvania
(April, 2003); and the Washington, DC. ‘‘Beltway’’ sniper shootings (Fall, 2002). Video game
related violent crimes have also been reported in several other industrialized countries, including
Germany (April, 2002), and Japan (Sakamoto, 2000).
ARTICLE IN PRESS
*Tel.: +1-515-294-0283; fax: +1-515-294-6424.
E-mail address: caa@iastate.edu (C.A. Anderson).
0140-1971/$30.00 r 2003 The Association for Professionals in Services for Adolescents. Published by Elsevier Ltd. All
rights reserved.
doi:10.1016/j.adolescence.2003.10.009
2. Of course, anecdotal accounts of such incidents do not provide a solid scientific basis for public
policy decisions or for the testing and development of relevant scientific theories of aggression.
But there is considerable theory and research on both the immediate impact of a single brief
exposure to media violence and the long term impact of repeated exposure to such violence (e.g.
Donnerstein, Slaby, & Eron, 1994; Huesmann & Miller, 1994; Anderson & Bushman, 2001;
Bushman & Huesmann, 2001; Anderson & Bushman, 2002a; Anderson et al., in press; Anderson
& Huesmann, 2003). A number of meta-analytic reviews have also been conducted, with the
major focus on television and movie violence (e.g. Hearold, 1986; Wood, Wong, & Chachere,
1991; Paik & Comstock, 1994; Bushman & Anderson, 2001; Anderson & Bushman, 2002b).
Basically, the scientific debate over whether media violence has an effect is over, and should have
been over by 1975 (Bushman & Anderson, 2001). There are a number of negative behavioural,
cognitive, and affective consequences of exposure to violent entertainment media, in both the
immediate context as well as developmentally across time (for an excellent and current overview,
see Gentile, 2003).
Past research on violent video games
The research literature on violent video games is considerably smaller than the literature on
violent television and movies, in part because such games are a relatively recent phenomenon but
also because there has been little government funding for such research (none in the US, to date).
But as this special issue demonstrates, the pace of high quality research on violent video games is
increasing, and there is a sufficiently large research base for some clear answers to basic questions.
The first comprehensive narrative review of violent video game research found evidence that
emerging concerns were well founded, but that there were many unanswered questions (Dill &
Dill, 1998).
The first comprehensive meta-analytic review found considerably clearer support for those
concerns. Specifically, Anderson and Bushman (2001) used modern meta-analytic techniques to
combine the results of empirical studies of violent video game effects on five types of outcome
variables: aggressive behaviour, aggressive cognition, aggressive affect, helping behaviour, and
physiological arousal. They found significant effects of violent video games on each of these five
variables. Exposure to violent video games increases aggressive thoughts, feelings, and
behaviours, increases arousal, and decreases helping behaviour. There was no evidence of
moderator effects. That is, these effects appeared to be about the same for males and females, for
youths less than 18 years as well as older participants, and for experimental and correlational
studies.
One meta-analysis cannot resolve all relevant issues, of course, especially when conducted on a
relatively small and somewhat new research domain. Furthermore, the usual meta-analytic
procedure is to include every relevant study that can be found, even those with serious
methodological shortcomings. Using all studies contributes to one strength of meta-analysis,
specifically, that the results do not depend on the arbitrary (and potentially biased) decisions of
the reviewer concerning which studies to include and weight heavily (because of their
methodological soundness) and which to exclude or weight lightly (because of their
methodological weaknesses). If the research literature being reviewed is sufficiently large, then
ARTICLE IN PRESS
C.A. Anderson / Journal of Adolescence 27 (2004) 113–122
114
3. specific methodological weaknesses can be coded and statistically analysed as well. The violent
video game literature was not sufficiently large for Anderson and Bushman (2001) to conduct such
a detailed meta-analyses of specific methodological features, and this is still the case. Thus,
including all studies regardless of methodological features could bias the results in either a positive
or negative direction, depending on whether the weaker studies tended to give spuriously positive
or negative results. However, one can create a list of important methodological weaknesses,
categorize each study according to whether or not it has at least one such shortcoming, and then
examine the average effect size of the ‘‘best’’ studies to see whether they tend to yield larger or
smaller effects than do ‘‘all’’ studies (see Anderson, 2002, 2003, for a similar approach).
Video game industry representatives and their ‘‘experts’’ have criticized the existing violent
video game research literature, much as the tobacco industry found ‘‘experts’’ to criticize all
research on the possible causal links between smoking and lung cancer. And of course, the
‘‘perfect’’ study doesn’t exist in any domain of science, including video game research.
Furthermore, there are very serious methodological problems with some video game studies,
especially some of the earlier ones conducted with children. This is not uncommon in new areas of
research because the researchers have to learn about a wide array of potential pitfalls in any new
research domain. So it is important to examine criticisms of the research domain as a whole for
two related reasons. First, we need to know whether methodological shortcomings are producing
apparent effects that are in actuality artifacts. Second, future research can benefit by the
identification of problems uncovered by past work. Indeed, the Call for Papers for this special
issue specifically mentioned several such problems to be avoided.
The most common methodological complaints highlighted by the video game industry and
associated critics have been effectively dealt with in multiple ways, many times by an earlier
generation of media violence scholars (see Gentile & Anderson, 2003). Ironically, they have
largely missed true key existing problems that should be taken into account when evaluating the
research on violent video games. The present meta-analysis of ‘‘best’’ practice studies takes these
problems into account.
The updated meta-analysis
Methods
Study sample
Relevant studies from this special issue as well as all other empirical reports of violent video
game effects were included in the sample. A complete list of included studies can be found at the
following web page: http://www.psychology.iastate.edu/faculty/caa/abstracts/2000-2004/
03A2ref.pdf. Relevant studies were those that included data testing a possible link between
exposure to violent video games and one of five types of outcome variables: aggressive behaviour
(defined as behaviour intended to harm another person), aggressive cognition, aggressive affect,
helping behaviour, and physiological arousal. These are the same five variables examined in
Anderson and Bushman’s (2001) earlier meta-analysis of violent video game effects. A given
‘‘study’’ might contain more than one independent ‘‘sample’’ of research participants. For
example, some studies reported results separately for male and female participants.
ARTICLE IN PRESS
C.A. Anderson / Journal of Adolescence 27 (2004) 113–122 115
4. For each sample, one effect size was calculated for each of the available five types of dependent
variables. Therefore, if a sample had three different valid measures of aggressive behaviour, the
effect of exposure to violent video games on aggressive behaviour used in the present meta-
analysis was the average of the three separate effect sizes.
Best practices coding
The following potential methodological problems were examined for each sample:
1. Non-violent video game condition contained violence, and there was no suitable non-violent
control condition.
2. Violent video game condition contained little or no violence.
3. Evidence that the violent and non-violent conditions differed significantly in ways that could
contaminate the conditions, such as the non-violent condition being more (or less) difficult,
boring, or frustrating than the violent condition.
4. A pre-post design was used, but only the average of the pre- and post-manipulation measures
was reported.
5. Each research session involved both a video game player and an observer, but only the average
of the player-observer measures was reported.
6. The aggressive behaviour measure was not aggression against another person (e.g. aggression
against a non-human character, or against objects).
7. The outcome variable was physiological arousal, but arousal differences between the violent
and non-violent video game conditions were already controlled by pretesting and/or game
selection (i.e. equally arousing violent and non-violent games were intentionally chosen by the
researchers to control for potential arousal effects on other outcome measures such as
aggressive behaviour).
8. The outcome variable was aggressive affect, but affective differences between the violent and
non-violent video game conditions were already controlled by pretesting and/or game selection
(i.e. violent and non-violent games were intentionally chosen by the researchers to have the
same affective impact, to control for potential affective influences on other outcome measures
such as aggressive behaviour).
9. In a correlational study, the measure of video game exposure was not specifically tied to violent
video games (e.g. the amount of time spent on any kind of video game was measured instead of
time spent on violent video games).
Samples that had none of these weaknesses were classified as ‘‘best practices’’ samples, whereas
those with at least one weakness were classified as ‘‘not best practices’’ samples. Note that some of
these ‘‘weaknesses’’ are actually strengths for other aspects of the same research. For example, if
one wants to study whether violent video game content can increase aggressive behaviour (relative
to a non-violent video game) even when there are no arousal differences between the games, then
pretesting and selecting violent and non-violent video games that produce equivalent levels of
arousal is an excellent methodological feature. However, that same sample (and pair of video
games) does not allow a good test of whether violent video games on average increase arousal
more than non-violent ones. So, for the aggressive behaviour outcome variable this sample would
be coded as a ‘‘best practice’’ one, whereas it would be coded as a ‘‘not best practice’’ sample for
the physiological arousal outcome variable (see Anderson & Dill, 2000, Study 2).
ARTICLE IN PRESS
C.A. Anderson / Journal of Adolescence 27 (2004) 113–122
116
5. For several samples it was possible to get effect sizes for both a best practices procedure and a
not best practices procedure on the same outcome variable. For example, several correlational
studies had both a best practices measure of time spent on violent video games and a not best
practices measure of time spent on any type of video game, each of which was correlated with a
measure of aggressive behaviour. For all analyses that did not explicitly compare best and not best
practices samples, only the best practice effect size estimates were used.
Effect size, age, study type
Effect sizes were converted to the form of Pearson’s r, regardless of whether they were from true
experiments or from correlational designs. Age of participants was coded into samples that were
primarily younger than 18 years versus those that were 18 or older. For aggressive behaviour,
aggressive cognition, and helping behaviour, the majority of participants were under 18; for
aggressive affect and physiological arousal the majority were 18 or older. The 18 and older
samples were composed mostly of college students in the 18–21 age range, so overall, the samples
can be characterized as being overwhelmingly composed of children and adolescents. There still is
not a large enough body of samples in this domain for truly sensitive tests of potential age
differences in susceptibility to violent video game effects. And, similar to Anderson and
Bushman’s (2001) results, preliminary analyses of the present data suggest no strong differences in
effect size. Therefore, potential age differences will not be further explored in this article.1
Anderson and Bushman (2001) also found no evidence of differences between the average
effects from experimental versus correlational types of studies. Nonetheless, this distinction is
important because of differing strengths and weaknesses. Experimental studies allow strong
causal statements because they effectively rule out plausible alternative interpretations.
Correlational studies are important for two very different reasons: (1) they provide a falsification
opportunity for the theory and hypotheses under consideration; (2) they typically use dependent
measures that are more extreme and realistic than the kinds of aggression typically assessed in the
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1
Interestingly, there was a hint that the aggressive behaviour results might be slightly larger for the 18 and over
group. However, in my view standard meta-analysis techniques are not the best way to assess age as a moderating
factor. There are several reasons for this, all based on what people mean when they ask whether the effect of some
factor (e.g. media violence) is larger for younger than for older individuals. Implicit in this question is a more precise
question of the form, ‘‘Does the exact same independent variable have a bigger effect on the exact same dependent
variable for younger versus older participants?’’ One problem with standard meta-analytic procedures for comparing
older with younger participants in different studies is that the independent variables may be systematically different for
different age samples. For example, in experiments younger samples tend to be exposed to fairly tame violent video
games, whereas older samples tend to be exposed to very violent video games. Similarly, a second problem is that the
dependent variable (e.g. aggression) may be systematically associated with the age of participants in different samples.
A third problem concerns the use of standardized indicators of effect size (such as r). This is necessary when the specific
independent and dependent variables differ, as they do when summarizing results across multiple studies. But the
implicit question focuses on differences in raw slopes, not correlations, and raw slope is only one of three components of
a correlation (variance of the independent variable and prediction error are the other two). The bottom line is that the
best way to answer the more precise implicit question is to include multiple ages in the same study, using the same
independent and dependent variables, and then testing for an age X media violence interaction. This can be done in
both experimental and correlational designs. In other words, age needs to be a within study factor, not a between study
factor. Once a sufficient number of such studies have been conducted and reported, one could then estimate the
interaction effect size for each study, and then use meta-analytic procedures to test whether or not the set of within
study age X media violence interactions was (on average) positive, negative, or fairly close to zero.
C.A. Anderson / Journal of Adolescence 27 (2004) 113–122 117
6. lab. If both types of studies yield evidence of significant effects, then the case can be made that the
effects are real, causal, and consequential. Therefore, type of study was coded and analysed.
Results
All samples
Fig. 1 presents the average effect of violent video games on each of the five target outcome
variables, for all samples (ignoring the best/not best and the experimental/correlational
distinctions). For each outcome variable, there was a significant effect of exposure to violent
video games. Playing violent video games was associated with increases in aggressive behaviour,
aggressive cognition, aggressive affect, and physiological arousal, and with decreases in helping
behaviour. For example, the average effect size on aggressive behaviour was r+=0.20, with a
lower and upper 95% confidence interval of 0.17–0.22. These aggressive behaviour results were
from 32 independent samples involving 5240 research participants.
As can be seen in Fig. 1, none of the 95% confidence intervals came close to including zero,
indicating that overall the results are quite robust. In brief, a simple summary of the extant
research literature on violent video game effects is that they are quite statistically significant.
Best practices
The results in Fig. 1 include studies known to have potentially serious weaknesses. A sceptic
might reasonably ask whether the weak studies are producing artifactually strong effects, effects
which would disappear if only the methodologically best samples were used. Fig. 2 presents the
results broken down by best vs. not best practices samples. Interestingly, in every case the
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Fig. 1. Effects of violent video games on aggressive behaviour, aggressive cognition, aggressive affect, helping
behaviour, and physiological arousal, all samples. K=number of independent samples. N=total number of
participants. Vertical capped bars are the upper and lower 95% confidence intervals.
C.A. Anderson / Journal of Adolescence 27 (2004) 113–122
118
7. methodologically best samples yielded average effect sizes that were larger than methodologically
weaker samples. This was particularly pronounced for aggressive behaviour and aggressive affect.
In both of these cases, the 95% confidence intervals for the best and not best samples did not
overlap. In essence, these results suggest that effect size estimates that include methodologically
weaker studies (e.g. Anderson & Bushman, 2001; present Fig. 1) underestimate the true effect sizes
of exposure to violent video games. There is no evidence that the weak studies produce
artifactually large effects in this research domain.
Type of study, best practices samples
Fig. 3 presents the average effect sizes of the best practices samples broken down by type of
study. There is little evidence of consistent differences in effect sizes of experimental versus
correlational samples. For instance, correlational studies produced a slightly larger average effect
on aggressive behaviour than did experimental studies, but there is considerable overlap in their
95% confidence intervals. Furthermore, for four of the five outcome variables the violent video
game effect was individually significant for both experimental and correlational studies, despite
the relatively small number of samples (Ks) and participants (Ns). The only exception was that
there were no correlational studies of violent video game effects on physiological arousal.2
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Fig. 2. Effects of violent video games on aggressive behaviour, aggressive cognition, aggressive affect, helping
behaviour, and physiological arousal by best practices methodology. K=number of independent samples. N=total
number of participants. Vertical capped bars are the upper and lower 95% confidence intervals.
2
The K and N totals from Fig. 3 do not always match the Ks and Ns from the best practices effects in Fig. 2. This
results from the fact that 2 best practice samples had both an experimental and a correlational effect size on the same
type of outcome variable. The experimental and correlational effects were averaged for the Fig. 2 analyses, but were not
averaged for the Fig. 3 analyses.
C.A. Anderson / Journal of Adolescence 27 (2004) 113–122 119
8. Discussion
Three findings are particularly important. First, as more studies of violent video games have
been conducted, the significance of violent video game effects on key aggression and helping-
related variables has become clearer. Second, the claim (or worry) that poor methodological
characteristics of some studies has led to a false, inflated conclusion about violent video game
effects is simply wrong. Third, video game studies with better methods typically yield bigger
effects, suggesting that heightened concern about deleterious effects of exposure to violent video
games is warranted.
The magnitude of these effects is also somewhat alarming. The best estimate of the effect size of
exposure to violent video games on aggressive behaviour is about 0.26 (Fig. 2). This is larger than
the effect of condom use on decreased HIV risk, the effect of exposure to passive smoke at work
and lung cancer, and the effect of calcium intake on bone mass (Bushman & Huesmann, 2001). As
a society, we have taken massive and expensive steps to educate the public about these smaller
medical effects, but almost none to deal with the larger violent video game effects.
In assessing the potential societal harm of a risk factor, one must take into account the risk
factor dosage as well as the effect size. In other words, if youths spent only a little time playing
violent video games (e.g. less than 30 min per week), or if only a few youths spent a lot of time
playing such games (e.g. 1 in 10,000), then the overall cost to society would likely be fairly small.
But as documented in several articles in this special issue as well as in other recent reports, a lot of
youths are playing violent video games for many hours per week. When large numbers of youths
(including young adults) are exposed to many hours of media violence (including violent video
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Fig. 3. Effects of violent video games on aggressive behaviour, aggressive cognition, aggressive affect, helping
behaviour, and physiological arousal by type of study (experimental vs. correlational) for best practices samples.
K=number of independent samples. N=total number of participants. Vertical capped bars are the upper and lower
95% confidence intervals.
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120
9. games), even a small effect can have extremely large societal consequences (see Abelson, 1985;
Rosenthal, 1986, 1990).
A thorough understanding of any risk factor requires several key developments: (a) converging
evidence from multiple empirical methods that the risk factor (e.g. exposure to violent video
games) influences the main outcome variable (e.g. aggressive and violent behaviour); (b) a good
theoretical model of the underlying processes; and (c) empirical evidence linking key theoretical
processes and variables (e.g. aggressive cognitions) to the main outcome variable. At a general
level, the huge media violence research literature has all of these components in place (Anderson
et al., under review). Three major types of studies have clearly and consistently linked media
violence to aggressive and violent behaviour: experimental, cross-sectional (correlational); and
longitudinal. Social-cognitive models of human aggression clearly link exposure to media violence
to subsequent aggressive and violent behaviour at both the theoretical and empirical levels (e.g.
Huesmann, 1988; Anderson & Bushman, 2002a; Anderson & Huesmann, in press).
The same theoretical structure works for understanding violent video game effects. But when
one considers violent video game research by itself, a glaring empirical gap emerges: the lack of
longitudinal studies. It is a mistake to dismiss existing longitudinal studies of media violence
effects, of course, because they are highly relevant to understanding and predicting the effects of
repeated exposure to violent video games. Nonetheless, it is imperative that future video game
research includes longitudinal designs.
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