Academic literature on the topic 'Video game violence'

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Journal articles on the topic "Video game violence"

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Weber, René, Katharina M. Behr, Jacob T. Fisher, Chelsea Lonergan, and Christian Quebral. "Video Game Violence and Interactivity: Effect or Equivalence?" Journal of Communication 70, no. 2 (April 2020): 219–44. http://dx.doi.org/10.1093/joc/jqz048.

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Abstract The effect of exposure to violent video game content on aggression is intensely debated. Meta-analyses have produced widely varying estimates as to the effect (or non-effect) of violent video games on subsequent aggressive thoughts and behaviors. Recent work suggests that interactivity and player skill may play key roles in moderating the effects of violent content in video games on aggression. This study investigates the effects of violence, interactivity, and player skill on mild aggressive behavior using a custom-developed first-person shooter game allowing for high levels of experimental control. We conduct effect and equivalence tests with effect size assumptions drawn from prominent meta-analyses in the video game violence literature, finding that aggressive behavior following violent video game play is statistically equivalent to that observed following non-violent game play. We also observe an interaction between violent game content, player skill, and interactivity. When player skill matched the interactivity of the game, violent content led to an increase in aggressive behavior, whereas when player skill did not match the interactivity of the game, violent content decreased aggressive behavior. This interaction is probed using a multiverse analysis incorporating both classical significance testing and Bayesian analyses.
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Hawk, Christopher E., and Robert D. Ridge. "Is It Only the Violence?" Journal of Media Psychology 33, no. 3 (July 2021): 134–44. http://dx.doi.org/10.1027/1864-1105/a000291.

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Abstract. The results of prior research investigating whether the violence in violent video games leads to increased subsequent aggression are mixed. Some observers question whether the difficulty and/or the competitive aspects of these games are important, but overlooked, factors that also affect aggression. In the present study, participants ( N = 408) played a violent or nonviolent video game that was either difficult or easy and in which they competed and won, competed and lost, or did not compete against another player. Results revealed that participants became more aggressive only after playing a competitive, as opposed to a noncompetitive, game. Level of violence, winning or losing, and game difficulty did not have any significant effect. These results support the assertion that competition in video games has an independent and significant effect on subsequent aggression beyond violent content and game difficulty.
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Dill, Karen E., and Jody C. Dill. "Video game violence." Aggression and Violent Behavior 3, no. 4 (December 1998): 407–28. http://dx.doi.org/10.1016/s1359-1789(97)00001-3.

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Ferguson, Christopher J. "Violent Video Games, Mass Shootings, and the Supreme Court." New Criminal Law Review 17, no. 4 (2014): 553–86. http://dx.doi.org/10.1525/nclr.2014.17.4.553.

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The issue of video game violence continues to attract attention from the legal and policy communities, particularly in the wake of mass shootings. However, focusing on video game violence has generally not resulted in successful legal or public policy. In part this is because the science upon which beliefs of “harm” in video game violence are based remains inconsistent and heavily disputed. The current article examines several issues. First, the article examines the current evidence about video game violence influences on negative outcomes in players. Second, the article concerns itself with the application of video game science to several recent legal cases, involving both criminal prosecutions and attempted regulation/censorship of video game violence in the United States. Finally, the manuscript addresses several common talking points used in legal cases and by policy makers and examines whether these talking statements survive careful scientific scrutiny. It is advised that, consistent with the legal decisions and government reviews in the United States, Sweden, Australia, and elsewhere, current evidence does not support the regulation of violent video games, and legal or policy attempts to connect video game violence to specific crimes are unlikely to survive careful scrutiny.
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Nowak, Kristine L., Marina Krcmar, and Kirstie M. Farrar. "The Causes and Consequences of Presence: Considering the Influence of Violent Video Games on Presence and Aggression." Presence: Teleoperators and Virtual Environments 17, no. 3 (June 1, 2008): 256–68. http://dx.doi.org/10.1162/pres.17.3.256.

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The level of presence is likely to influence the effect of media violence. This project examines the causes and consequences of presence in the context of violent video game play. In a between subjects design, 227 participants were randomly assigned to play either a violent or a nonviolent video game. The results are consistent with what would be predicted by social learning theory and are consistent with previous presence research. Causal modeling analyses reveal two separate paths to presence: from individual differences and condition. The first path reveals that individual differences (previous game use and gender) predict presence. Those who frequently play video games reported higher levels of presence than those who play video games less frequently. Males play more games but felt less presence than women. The second path is related to perceived violence: those who perceived the game to be more violent felt more presence than those who perceived less violence in the game. Both of these paths were influenced by frustration with the game, which reduced presence. Those who felt more presence felt more hostility and were more verbally aggressive than those who felt lower levels of presence. Higher levels of presence led to increased physically aggressive intentions. Theoretical and practical implications are discussed.
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Dickmeis, Anne, and Keith Roe. "Genres matter: Video games as predictors of physical aggression among adolescents." Communications 44, no. 1 (March 14, 2019): 105–29. http://dx.doi.org/10.1515/commun-2018-2011.

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Abstract The purpose of this article is to investigate whether competition hypothesis (Anderson and Carnagey, 2009) contributes to the General Aggression Model when video game genre is entered into the relationship between video game use and self-reported physical aggression. A pre-test (n=93) taken randomly from the research sample employed categorized the game genres as violent and/or competitive. 1,170 adolescents (ages 12–18) completed the written survey. Online shooter games and fight’em up games, categorized as both violent and competitive, were positively related to self-reported physical aggression, while simulation games manifested a negative relationship. Video game genres such as strategy, sports, offline shooter, racing, adventure, puzzle, and platform games were not significantly related to physical aggression. The results support the hypothesis that the presence of both competition and violence in games increases the probability of physical aggression. This study shows that (1) video game genres can be used to predict physical aggression in a non-causal way and (2) that there is support for an interaction effect of the competition hypothesis and the violence hypothesis.
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Bösche, Wolfgang. "Violent Video Games Prime Both Aggressive and Positive Cognitions." Journal of Media Psychology 22, no. 4 (January 2010): 139–46. http://dx.doi.org/10.1027/1864-1105/a000019.

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Previous studies have shown that violent video games prime aggressive thoughts and concepts. Interestingly, positively valenced test stimuli are rarely used in this field, though they might provide useful information on the nature of the emotional response to virtual violence and its associative structure. According to the General Aggression Model (GAM) and its extensions ( Carnagey, Anderson, & Bushman, 2007 ), normal negative reactions to violence are expected. Alternatively, playing violent video games might be construed as engaging in positively valenced playful fighting behavior. To test the potential of violent video games to prime positive concepts, N = 29 adult males played either a violent or a nonviolent video game for 20 minutes and were subsequently tested in a standard lexical decision task consisting of positive, aggressive, nonaggressive negative, and neutral target words. The data show that the violent video game primed aggressive concepts as expected, but also raised positive concepts, and did so independently of the participants’ history of playing violent video games. Therefore, the results challenge the idea that violent video games inherently stimulate negative concepts only.
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Krause, Karlie A., Chelsie Smyth, and Kate L. Jansen. "Exploring the Effects of Violent Video Games on Healthcare Trainees." Simulation & Gaming 51, no. 5 (June 16, 2020): 653–65. http://dx.doi.org/10.1177/1046878120932298.

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Background. The prevalence of video game play has continued to increase. Previous literature has suggested negative emotional consequences related to violent video game play, such as an increase in aggression and decrease in empathy. Healthcare providers require high levels of empathy to effectively work with patients. The purpose of this study was to explore the effects of video games on empathy on a sample of graduate-level healthcare trainees. Methods. A sample of 81 students on a healthcare campus completed a 30-item survey assessing video game habits and empathy levels. Participants were then placed into two groups (violent and non-violent) based on the amount of video game violence they are exposed to. Results. The results revealed no differences between healthcare trainees on overall empathy. A follow-up analysis examining individual subscales that comprise the overall empathy score, indicated the violent video game players had lower scores on the Personal Distress scale. Conclusion. Findings suggest that healthcare trainees who play violent video games do not experience decreased Empathic Concern or Perspective Taking, compared to individuals who do not play violent games. However, healthcare trainees who play violent video games indicated lower levels of Personal Distress. Given the intensity in healthcare settings, findings suggest violent video game play may be adaptive to healthcare trainees, as lower personal distress can lead to better decision-making and potentially prevent burnout. Further research is necessary to determine the role of video game play in healthcare professionals.
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Květon, Petr, and Martin Jelínek. "Frustration and Violence in Mobile Video Games." Swiss Journal of Psychology 79, no. 2 (April 2020): 63–70. http://dx.doi.org/10.1024/1421-0185/a000236.

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Abstract. This study tests two competing hypotheses, one based on the general aggression model (GAM), the other on the self-determination theory (SDT). GAM suggests that the crucial factor in video games leading to increased aggressiveness is their violent content; SDT contends that gaming is associated with aggression because of the frustration of basic psychological needs. We used a 2×2 between-subject experimental design with a sample of 128 undergraduates. We assigned each participant randomly to one experimental condition defined by a particular video game, using four mobile video games differing in the degree of violence and in the level of their frustration-invoking gameplay. Aggressiveness was measured using the implicit association test (IAT), administered before and after the playing of a video game. We found no evidence of an association between implicit aggressiveness and violent content or frustrating gameplay.
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Siregar, Nadia Itona, and Pudji Muljono. "Pengaruh Perilaku Bermain Video Game Berunsur Kekerasan Terhadap Perilaku Agresi Remaja." Jurnal Sains Komunikasi dan Pengembangan Masyarakat [JSKPM] 1, no. 3 (October 4, 2017): 261. http://dx.doi.org/10.29244/jskpm.1.3.261-276.

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The development of today's technology so rapidly, this development affects the audio-visual media one of which is video games. The aim of this study are: 1) to analyze the differences influence the level of violent video game playing element to the level of adolescent aggressive behavior, 2) to analyze the influence of personal factors as differences in behavior-forming element violent video games to the level of adolescent aggressive behavior, 3) to analyze differences in the effect of factors situational as forming behavior of violent video game playing element to the level of adolescent aggressive behavior. The analysis in this study uses cross tabulation, the statistical test Mann-Whitney and Kruskal-Wallis with a 5% significance level. The results showed that there are differences in the level of situational and gender differences on the level of play behavior element violent video games; and there are differences in the level of playing video games behavioral element of violence against adolescent aggressiveness level.Keywords: audio-visual media, development of technology -------------------------------------------------------------------------------------------ABSTRAKPerkembangan teknologi saat ini begitu pesat, perkembangan ini mempengaruhi media audio-visual salah satunya adalah video game. Tujuan dari penelitian ini adalah: 1) untuk menganalisis perbedaan yang memengaruhi elemen tingkat kekerasan bermain video game ke tingkat perilaku agresif remaja, 2) untuk menganalisis pengaruh faktor pribadi sebagai perbedaan dalam elemen perilaku pembentuk video game kekerasan untuk tingkat perilaku agresif remaja, 3) untuk menganalisis perbedaan pengaruh faktor situasional sebagai pembentuk perilaku bermain video game unsur kekerasan ke tingkat perilaku agresif remaja. Analisis dalam penelitian ini menggunakan tabulasi silang, uji statistik Mann-Whitney dan Kruskal-Wallis dengan tingkat signifikansi 5%. Hasil penelitian menunjukkan bahwa ada perbedaan dalam tingkat perbedaan situasional dan jenis kelamin pada tingkat perilaku bermain elemen video game kekerasan; dan ada perbedaan dalam tingkat bermain video game unsur perilaku kekerasan terhadap tingkat agresivitas remaja.Kata kunci: media audio-visual, perkembangan teknologi
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Dissertations / Theses on the topic "Video game violence"

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Tang, Wai Yen. "Lose your Self-Control to Video Game Violence: The Dual Impact of Ego Depletion and Violent Video Game Play on Aggression." The Ohio State University, 2012. http://rave.ohiolink.edu/etdc/view?acc_num=osu1338307763.

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Ahmed, Usman, and Inam Ullah. "Video Games Addiction : POSITIVE AND NEGATIVE EFFECTS OF PLAYING VIDEO GAMES ON YOUTH AND CHILDREN." Thesis, Högskolan i Borås, Institutionen Handels- och IT-högskolan, 2013. http://urn.kb.se/resolve?urn=urn:nbn:se:hb:diva-17237.

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Mankind has developed a lot in the field of Information Technology (IT), Computer Science and Media entertainment. Video games are also the most popular form of media entertainment and gaming environment. It has been popular long before the new generation video games idea was ever thought by the video game designers. Through our research we tried to investigate the positive and negative effects of video games on youth and children. This form of entertainment is more designed attracted among the people, due to the high sophisticated music and environment, which catches every eye. We not only analyzed the previous attempts in this area, but also tried to add some contribution to it. The excessive use of video games makes it more damaging effects on a young mind. Parents and teachers should keep a check on youngsters, and also the companies who design such violent games should keep in account that, what they show through these video games must have some logical or educational value. Many children and youngsters we found through our survey like to play video games because they do not have any other entertaining options. Violent video games are the most appreciated one among children and young people because of the detailed high quality graphics, more realistic images, use of artificial intelligence, complex game strategies, intelligent game inference engines and human-machine interaction. Parents should keep check on their children and select such video games for them which teach their children some useful things and beneficial for them in studies and near future. The teachers in school should also talk more about the advantages of educative games or physical games to develop the young minds more professional and realistic, rather than creating fantasy and fake imaginations. Our survey and research showed us that due to the high attraction of the video games, positive and negative effects are going side by side. Many youth and children do not take the video games seriously and just play them as any another game, while some video game players have disturbed their studies and health by playing the video games for many hours. Many children and young generation denied calling it as an addiction or bad habit. If violence and killing a life is entertainment then human beings will consider it, as a fun and modern society cannot be defined as civilized. This is what we found from our research and survey.
Program: Magisterutbildning i informatik
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Ma, Wei. "Does China need a game rating system? : a content analysis of violence in popular Chinese and American electronic games." Virtual Press, 2005. http://liblink.bsu.edu/uhtbin/catkey/1327293.

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Contemporary research on media violence has shown the importance of examining the violent presentation of American video games and the correlation between games and the current U.S. game rating system. However, not many studies in this field have been conducted in China, especially regarding the importance of its pending official game rating system which has caused much controversy nationwide. In an effort to seek academic evidence for developing China's official game rating system, this study examined and compared the violence in fourteen of the most popular American and Chinese electronic games in 2004.These fourteen Chinese games and American games were selected for content analysis of the quantity and context of game violent interactions. The percentage breakdown of PATs (violent interactions) was coded by rate per minute, as was perpetrator characteristic, target characteristic, weapon used and visual perspective.The goal of the study was to determine if the popular Chinese electronic games carry as much violence as do popular American games, and if the context of violence in the former is significantly different from that in the latter. The American games were used as a basis for comparison to Chinese games for this study.The results of the study showed that popular Chinese games featured as much violence as American games. However, their context of violence was significantly different in terms of perpetrator characteristic, weapon used and visual perspective.Based on the results, the researcher concluded that China would definitely need a game rating system. However, the significant difference in the context of violence suggested that the Chinese rating system does not necessarily have to be the same as the U.S. system.
Department of Telecommunications
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Åkerlind, Joel. "”Men det är ju bara ett spel” : Samband mellan våldsamma tv- och datorspel och empati." Thesis, Mälardalens högskola, Akademin för hållbar samhälls- och teknikutveckling, 2012. http://urn.kb.se/resolve?urn=urn:nbn:se:mdh:diva-14476.

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Att spela tv- och datorspel är idag en stor del av många människors liv. Ioch med en förfinad teknik hos spelen, med bättre spelmiljö och artificiellintelligens skapas det en större realism och funderingar kan uppstå hur dettakan påverka en utövare. Den här undersökningen testade sambandet mellanempati och graden av våldsamhet i spelen hos en utövare. Det var 64gymnasieelever som deltog i en enkätundersökning, varav 16 var män. Föratt mäta empati användes Davis-IRI. Samtliga studerade vid ettsamhällsvetenskapligt program. Resultatet visade att män spelade mer, ochvåldsammare spel än kvinnor. Personer som spelade var mindre ängsliga ändem som inte spelade. Minst ängsliga var de som spelade våldsammast spel.Däremot hade de som spelade mindre våldsamma spel mer empatiskomtanke och perspektivtagande. Empatin var alltså lägre hos de somspelade våldsammare spel. Det kan dock ej fastställas om empatinivåernaberor på spelen eller utövaren.
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Kim, Ock Tae. "The effects of violent content, controller realism, gender, and previous exposure to violent video games on game player arousal, emotion, presence, attitudes toward violence and social judgment." [Bloomington, Ind.] : Indiana University, 2009. http://gateway.proquest.com/openurl?url_ver=Z39.88-2004&rft_val_fmt=info:ofi/fmt:kev:mtx:dissertation&res_dat=xri:pqdiss&rft_dat=xri:pqdiss:3380092.

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Thesis (Ph.D.)--Indiana University, Dept. of Telecommunications, 2009.
Title from PDF t.p. (viewed on Jul 13, 2010). Source: Dissertation Abstracts International, Volume: 70-12, Section: A, page: 4507. Adviser: Walter Gantz.
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Warm, Anna. "The role of video game violence in hostile affect, cognitions and attributional style among adolescent players." Thesis, University of Central Lancashire, 1999. http://clok.uclan.ac.uk/19055/.

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A central aim of the present research was to investigate the short-term influences of video game play on aggression-related psychological states (including affect, cognitions, attributions and behavioural tendencies). More specifically, efforts were directed at establishing psychological effects of video games, which are causally related to game violence. A series of experiments examined short-term changes in adolescent players following various types of video game play. Experiment 1 identified a number of important game dimensions (i.e., characteristics of video game play) and explored their relationship to overall game enjoyment using path analysis. Of particular interest was the finding that violence did not strongly influence game enjoyment. In Experiment 2, increases in affective hostility and anger were reported after both types of video game play. Significantly greater increases after violent video game play provided support for a video game violence-hostile affect relation. However, the findings of subsequent experiments produced contrasting evidence showing that affective changes following video game play do not predictably vary as a function of game violence, but appear to be linearly related to video game pace. Game violence was more strongly implicated in cognitive effects of video game play. Evidence that game violence affects cognitions emerged on a variety of measures. These cognitive effects were seen as being reflective of aggression priming and short-term disinhibition processes. Finally, the extent to which short-term effects of violent video game play dispose players towards aggression was investigated using attribution and response tendency measures. Whilst the majority of the analyses failed to produce effects of game violence on attributions and response tendencies, an interesting interaction emerged involving game violence effects in females. The nature of the inteaction was viewed as being best explained by modelling processes, though disinhibition explanations were also viewed as being compatible. The findings were interpreted within existing social-psychological theories of media-elicited aggression. A number of video game effects could be accounted for using Berkowitz's cognitive neo-associationist framework, whilst other findings implicated the usefulness of Zillmann's excitation-transfer theory for understanding video game effects. Ultimately, the results were conceptualised using Anderson's General Affective Aggression model. Overall, the research was fairly successful in highlighting a number of short-term affective and cognitive states that can result from video game play. However, these effects were generally not manifested in behavioural tendencies towards others. The few findings that did implicate increases in aggressive behavioural tendencies were difficult to place within Anderson's framework, as they did not parallel changes at earlier stages of the model (i.e. affective and cognitive changes). Modelling and/or possibly disinhibition effects were viewed as the most appropriate theoretical concepts for explaining the findings relating to behavioural tendencies. The implications of the findings in relation to previous research on video game and media effects and limitations to the generalisability of the findings are discussed. Finally, several recommendations for future research are outlined.
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Powell, Cecil Lamonte. "College men's psychological and physiological responses associated with violent video game play." unrestricted, 2008. http://etd.gsu.edu/theses/available/etd-04212008-155443/.

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Thesis (Ph. D.)--Georgia State University, 2008.
Title from file title page. Dominic Parrott, committee chair; Tracie Stewart, Cynthia Hoffner, Heather Kleider, Eric Vanman, committee members. Electronic text (94 p. : ill.) : digital, PDF file. Description based on contents viewed July 2, 2008. Includes bibliographical references (p. 81-88).
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Dill, Karen E. "Violent video game and trait aggression effects on aggressive behavior, thoughts, and feelings, delinquency, and world view /." free to MU campus, to others for purchase, 1997. http://wwwlib.umi.com/cr/mo/fullcit?p9841277.

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Persson, Louise. "To Kill or Not to Kill : The Moral and Dramatic Potential of Expendable Characters in Role-playing Video Game Narratives." Thesis, Högskolan i Skövde, Institutionen för informationsteknologi, 2016. http://urn.kb.se/resolve?urn=urn:nbn:se:his:diva-12347.

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Killing in role-playing video games is often a prominent feature. Most of the times, the characters killed are nameless criminals or minions of the true antagonist and if the game wants the player to kill, the player will most probably kill. This research was conducted to see how a dynamic narrative could affect a player’s choice of whether or not to kill expendable adversaries when a choice was provided. Participants played an interactive narrative in two different versions, followed by interviews, to see how narrative consequences and mechanisms for moral disengagement affected the players’ choices. The results showed that the choice of whether or not to kill could be affected if the narrative is dynamic and the non-playable characters reflect upon the choices made. Future studies should be conducted to see how graphics and sound affect the choices, and to see if it might be the mere choice in itself that affects the players the most.
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Cruea, Mark Douglas. "The Virtual Hand: Exploring the Societal Effects of Video Game Industry Business Models." Bowling Green State University / OhioLINK, 2011. http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1320430304.

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Books on the topic "Video game violence"

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What's in a game?: Regulation of violent video games and the First Amendment : hearing before the Subcommittee on the Constitution, Civil Rights and Property Rights of the Committee on the Judiciary, United States Senate, One Hundred Ninth Congress, second session, March 29, 2006. Washington: U.S. G.P.O., 2006.

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Video games and violence. San Diego: ReferencePoint Press, 2014.

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Violent video games. Farmington Hills, Mich: Greenhaven Press, A part of Gale, Cengage Learning, 2015.

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Video games, violence, and crime. San Diego, CA: ReferencePoint Press, Inc., 2015.

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Video games. New York, USA: Random House, 1994.

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Marcovitz, Hal. Are video games harmful? San Diego, CA: ReferencePoint Press, 2011.

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Marcovitz, Hal. Are video games harmful? San Diego, CA: ReferencePoint Press, 2011.

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Happ, Christian, and André Melzer. Empathy and Violent Video Games. London: Palgrave Macmillan UK, 2014. http://dx.doi.org/10.1057/9781137440136.

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United States. Congress. House. Committee on Energy and Commerce. Subcommittee on Telecommunications and Finance. Violence in video games: Hearing before the Subcommittee on Telecommunications and Finance of the Committee on Energy and Commerce, House of Representatives, One Hundred Third Congress, second session, June 30, 1994. Washington: U.S. G.P.O., 1994.

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United States. Congress. House. Committee on Energy and Commerce. Subcommittee on Telecommunications and Finance. Violence in video games: Hearing before the Subcommittee on Telecommunications and Finance of the Committee on Energy and Commerce, House of Representatives, One Hundred Third Congress, second session, June 30, 1994. Washington: U.S. G.P.O., 1994.

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Book chapters on the topic "Video game violence"

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Walkerdine, Valerie. "Rethinking Violence." In Children, Gender, Video Games, 73–100. London: Palgrave Macmillan UK, 2007. http://dx.doi.org/10.1057/9780230235373_5.

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Sperry, Laurie. "Video Games and Violence." In Encyclopedia of Autism Spectrum Disorders, 1–10. New York, NY: Springer New York, 2017. http://dx.doi.org/10.1007/978-1-4614-6435-8_102139-1.

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Sperry, Laurie A. "Video Games and Violence." In Encyclopedia of Autism Spectrum Disorders, 5048–57. Cham: Springer International Publishing, 2021. http://dx.doi.org/10.1007/978-3-319-91280-6_102139.

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Happ, Christian, and André Melzer. "Of Empathy and Media Content: Bringing Together Two Important Areas of Research." In Empathy and Violent Video Games, 1–14. London: Palgrave Macmillan UK, 2014. http://dx.doi.org/10.1057/9781137440136_1.

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Happ, Christian, and André Melzer. "The E in Media is for Empathy." In Empathy and Violent Video Games, 15–29. London: Palgrave Macmillan UK, 2014. http://dx.doi.org/10.1057/9781137440136_2.

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Happ, Christian, and André Melzer. "What Empathy Does to the Video Gamer." In Empathy and Violent Video Games, 30–44. London: Palgrave Macmillan UK, 2014. http://dx.doi.org/10.1057/9781137440136_3.

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Happ, Christian, and André Melzer. "‘Dear Researcher, Gamers, Parents, and Teachers …’." In Empathy and Violent Video Games, 45–56. London: Palgrave Macmillan UK, 2014. http://dx.doi.org/10.1057/9781137440136_4.

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Scharrer, Erica, Gichuhi Kamau, Stephen Warren, and Congcong Zhang. "Violent Video Games Do Contribute to Aggression." In Video Game Influences on Aggression, Cognition, and Attention, 5–21. Cham: Springer International Publishing, 2018. http://dx.doi.org/10.1007/978-3-319-95495-0_2.

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Gunter, Barrie. "Can Video Games Influence Levels of Real Violence?" In Does Playing Video Games Make Players More Violent?, 147–64. London: Palgrave Macmillan UK, 2016. http://dx.doi.org/10.1057/978-1-137-57985-0_6.

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Gunter, Barrie. "What Are the Concerns About Mediated Violence?" In Does Playing Video Games Make Players More Violent?, 1–29. London: Palgrave Macmillan UK, 2016. http://dx.doi.org/10.1057/978-1-137-57985-0_1.

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Conference papers on the topic "Video game violence"

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Wilson, Graham, and Mark McGill. "Violent Video Games in Virtual Reality." In CHI PLAY '18: The annual symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2018. http://dx.doi.org/10.1145/3242671.3242684.

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"UNDERSTANDING MEDIA VIOLENCE FROM A ROLE-PLAY PERSPECTIVE - Effects of Various Types of Violent Video Games on Players’ Cognitive Aggression." In 13th International Conference on Enterprise Information Systems. SciTePress - Science and and Technology Publications, 2011. http://dx.doi.org/10.5220/0003497802610266.

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Mühling, Markus, Ralph Ewerth, Thilo Stadelmann, Bernd Freisleben, Rene Weber, and Klaus Mathiak. "Semantic video analysis for psychological research on violence in computer games." In the 6th ACM international conference. New York, New York, USA: ACM Press, 2007. http://dx.doi.org/10.1145/1282280.1282367.

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Zhang, Xue-min, Mao Li, Bin Yang, and Liu Chang. "Violent Components and Interactive Mode of Computer Video Game on Player's Negative Social Effect." In 2009 Third International Symposium on Intelligent Information Technology Application. IEEE, 2009. http://dx.doi.org/10.1109/iita.2009.500.

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Zendle, David, Paul Cairns, and Daniel Kudenko. "Higher Graphical Fidelity Decreases Players' Access to Aggressive Concepts in Violent Video Games." In CHI PLAY '15: The annual symposium on Computer-Human Interaction in Play. New York, NY, USA: ACM, 2015. http://dx.doi.org/10.1145/2793107.2793113.

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Kim, Ki Joon, Frank Biocca, and Eui Jun Jeong. "The effects of realistic controller and real-life exposure to gun on psychology of violent video game players." In the 5th International Confernece. New York, New York, USA: ACM Press, 2011. http://dx.doi.org/10.1145/1968613.1968673.

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Reports on the topic "Video game violence"

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Brawer, Jacob, and J. Galen Buckwalter. Impact of Brief Exposure to an E10-Rated, Mildly-Violent Video Game on Teen Players' Short-Term Attention and Concentration Ability. Journal of Young Investigators, October 2018. http://dx.doi.org/10.22186/jyi.35.4.77-80.

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