Academic literature on the topic 'Violent video games'

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Journal articles on the topic "Violent video games"

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K.S, Mwinyimbegu,, and Kubyula, N. "Protecting Children from Violent TV Programmes and Video Games in Tanzania." International Journal of Innovative Science and Research Technology 5, no. 7 (2020): 1228–35. http://dx.doi.org/10.38124/ijisrt20jul516.

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Violent Television programmes and video games have been consistently found to have negative impact on children’s education and behaviour. Past and current research on the attitudes of children watching violent television and video games show that children who watch violence in television and video games imitate the violent behaviours of the actors they watch in the television and video games. In Tanzania the influence of violent movies and video games on the education of children is an issue of great concern to parents, pediatricians, educators, researchers, and policymakers. However, very few studies have been undertaken to assess the debilitating effects of violent television programmes and video games on children’s education and attitudinal behaviour. This paper presents the findings of a study undertaken to assess the effects of violence in television and video games on children’s education and attitudinal behaviour. The study’s setting was Isenge Primary School, Pasiansi Ward, in the city of Mwanza. A total of 1,183 pupils were involved where 133 were randomly interviewed. The attitudes of the pupils were assessed by the Child and Adolescent Social Perception Measure (CASP). Results showed that the pupils’ attitudinal behaviours were substantially influenced by violent Television programmes and video games.
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Porter, Guy, and Vladan Starcevic. "Are Violent Video Games Harmful?" Australasian Psychiatry 15, no. 5 (2007): 422–26. http://dx.doi.org/10.1080/10398560701463343.

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Objective: The aim of this paper is to revisit the controversial issue of the association of violent video games and aggressive behaviour. Conclusions: Several lines of evidence suggest that there is a link between exposure to violent video games and aggressive behaviour. However, methodological shortcomings of research conducted so far make several interpretations of this relationship possible. Thus, aggressive behaviour may be a consequence of playing violent video games, an expression of hostile traits that existed before exposure to these games, and/or it may be a result of several possible combinations of these and other factors. Mental health professionals need to be aware of these potentially negative effects of violent video games when assessing patients who present with aggression. There is a need for prospective, long-term studies similar to those evaluating the effects of television and film violence on children and adolescents.
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Bösche, Wolfgang. "Violent Video Games Prime Both Aggressive and Positive Cognitions." Journal of Media Psychology 22, no. 4 (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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Cunningham, Scott, Benjamin Engelstätter, and Michael R. Ward. "Violent Video Games and Violent Crime." Southern Economic Journal 82, no. 4 (2016): 1247–65. http://dx.doi.org/10.1002/soej.12139.

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McLean, Lavinia, and Mark D. Griffiths. "Violent Video Games and Attitudes Towards Victims of Crime." International Journal of Cyber Behavior, Psychology and Learning 3, no. 3 (2013): 1–16. http://dx.doi.org/10.4018/ijcbpl.2013070101.

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Previous research has indicated that playing violent video games may be associated with an increase in acceptance of violence and positive attitudes towards perpetrators of crime. This study is the first to investigate the relationship between playing violent video games and attitudes towards victims of crime. A total of 206 young people (aged 12-24 years) completed measures of attitudes towards victims and violent video game exposure. The results suggest that exposure to violent video games is associated with less concern being reported for victims of crime. Young people who play more violent video games reported less concern for general victims and for culpable victims, and these effects cannot be explained by gender or age differences. The results are discussed in relation to relevant research in the area, along with recommendations for future research.
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DeLisi, Matt, Michael G. Vaughn, Douglas A. Gentile, Craig A. Anderson, and Jeffrey J. Shook. "Violent Video Games, Delinquency, and Youth Violence." Youth Violence and Juvenile Justice 11, no. 2 (2012): 132–42. http://dx.doi.org/10.1177/1541204012460874.

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McLean, Lavinia, and Mark D. Griffiths. "Gamers’ Attitudes towards Victims of Crime." International Journal of Cyber Behavior, Psychology and Learning 3, no. 2 (2013): 13–33. http://dx.doi.org/10.4018/ijcbpl.2013040102.

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Research on video game playing has focused mainly on the effects of such games in relation to aggression and attitudes towards perpetrators and towards crime. The present research was designed to investigate gamers’ attitudes towards victims of crimes and incidents that were designed to mirror those portrayed in violent video games. Vignettes were used during interviews to explore 50 participants’ attitudes towards different types of victims. The results indicate that long-term playing of violent video games appears to be associated with more negative attitudes towards victims of crime. This is the first study to directly explore attitudes towards victims of crime, in relation to violent video game exposure. Compared to nonviolent video game players, the violent video game players in the study reported less positive attitudes towards the victims in the study and attributed more blame to the victims. The implications of this finding in the context of previous research on violent video games, and on attitudes are explored. Directions for future research in the area are also highlighted.
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Larkin, Marilynn. "Violent video games increase aggression." Lancet 355, no. 9214 (2000): 1525. http://dx.doi.org/10.1016/s0140-6736(05)74584-0.

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Griffiths, Mark. "Violent video games and aggression." Aggression and Violent Behavior 4, no. 2 (1999): 203–12. http://dx.doi.org/10.1016/s1359-1789(97)00055-4.

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Velez, John A., Tobias Greitemeyer, Jodi L. Whitaker, David R. Ewoldsen, and Brad J. Bushman. "Violent Video Games and Reciprocity." Communication Research 43, no. 4 (2014): 447–67. http://dx.doi.org/10.1177/0093650214552519.

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Dissertations / Theses on the topic "Violent video games"

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Stone, William Bruce. "Violent video games and forgiveness." [Ames, Iowa : Iowa State University], 2010. 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:1476353.

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Ossege, Jennifer M. "Violent Video Games and Aggression." Xavier University / OhioLINK, 2003. http://rave.ohiolink.edu/etdc/view?acc_num=xavier1382971482.

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Franklin, Adam Christopher. "Headshot! An exploration of the phenomenon of violent video games /." Bowling Green, Ohio : Bowling Green State University, 2007. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=bgsu1182264608.

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Zendle, David. "Priming and negative priming in violent video games." Thesis, University of York, 2016. http://etheses.whiterose.ac.uk/16463/.

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This is a thesis about priming and negative priming in video games. In this context, priming refers to an effect in which processing some concept makes reactions to related concepts easier. Conversely, negative priming refers to an effect in which ignoring some concept makes reactions to related concepts more difficult. The General Aggression Model (GAM) asserts that the depiction of aggression in VVGs leads to the priming of aggression-related concepts. Numerous studies in the literature have seemingly confirmed that this relationship exists. However, recent research has suggested that these results may be the product of confounding. Experiments in the VVG literature commonly use different commercial off-the-shelf video games as different experimental conditions. Uncontrolled variation in gameplay between these games may lead to the observed priming effects, rather than the presence of aggression-related content. Additionally, in contrast to the idea that players of VVGs necessarily process in-game concepts, some theorists have suggested that players instead ignore in-game concepts. This suggests that negative priming rather than priming might happen in VVGs. The first series of experiments reported in this thesis show that priming does not happen in video games when known confounds are controlled. These results also suggest that negative priming may occur in these cases. However, the games used in these experiments were not as realistic as many VVGs currently on the market. This raises concerns that these results may not generalise widely. I therefore ran a further three experiments. In these experiments, a variety of different kinds of VVG realism were manipulated and the effects of this realism on priming measured. These experiments suggest that increased realism in VVGs does not lead to increased priming of aggression-related concepts, and therefore that the effects outlined above should generalise to a variety of games regardless of their level of realism.
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Kneifer, Christopher John. "A Comparison Study on Violent Video Games: Explained by the Gamers Themselves." Scholar Commons, 2014. https://scholarcommons.usf.edu/etd/5250.

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This qualitative focus groups analysis examines the harmful effects of violent video games on emotions and behavior by comparing violent video game player's responses to that of non-violent video game players of the same age group. Research on the effects of video games has been done since the 70s, yet more research is needed to better understand the potentially harmful emotional and behavioral effects of playing violent games, especially from the gamers' perspectives. This thesis presents a qualitative analysis of data obtained from focus group sessions among undergraduate college students. Results of the analysis supports the presence as well as absence of violent video game effects, according to violent and non-violent video gamers' personal experiences and in their own words.
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Whitaker, Jodi L. "Attraction to Violent Video Games: A Mood Management Perspective." The Ohio State University, 2013. http://rave.ohiolink.edu/etdc/view?acc_num=osu1385838921.

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Callahan, Patrick. "Long versus short violent videogame play : do players habituate? /." Swinburne Research Bank, 2006. http://hdl.handle.net/1959.3/4484.

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Thesis (BA(Hons) (Psychology)) - Faculty of Life and Social Sciences, Swinburne University of Technology, 2006.<br>"October 2006". Typescript. [A thesis is submitted in fulfilment of the requirements for the degree Bachelor of Arts in Psychology (Honours), Faculty of Life and Social Sciences, Swinburne University of Technology - 2006.].
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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.<br>Program: Magisterutbildning i informatik
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Giumetti, Gary W. "Violent video games and aggression the moderating role of personality /." Click here for download, 2006. http://wwwlib.umi.com/cr/villanova/fullcit?p1432520.

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Cicchirillo, Vincent J. "The effects of priming racial stereotypes through violent video games." Columbus, Ohio : Ohio State University, 2009. http://rave.ohiolink.edu/etdc/view.cgi?acc%5Fnum=osu1243867231.

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Books on the topic "Violent video games"

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Violent video games. Greenhaven Press, A part of Gale, Cengage Learning, 2015.

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

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Gunter, Barrie. Does Playing Video Games Make Players More Violent? Palgrave Macmillan UK, 2016. http://dx.doi.org/10.1057/978-1-137-57985-0.

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Pennsylvania. General Assembly. Task Force on Violent Interactive Video Games. The report of the Task Force on Violent Interactive Video Games. Pennsylvania Joint State Government Commission, 2008.

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Pennsylvania. General Assembly. Task Force on Violent Interactive Video Games. The report of the Task Force on Violent Interactive Video Games. Pennsylvania Joint State Government Commission, 2008.

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Pennsylvania. General Assembly. Task Force on Violent Interactive Video Games. The report of the Task Force on Violent Interactive Video Games. Pennsylvania Joint State Government Commission, 2008.

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Kutner, Lawrence. Grand theft childhood: The surprising truth about violent video games and what parents can do. Simon & Schuster, 2008.

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Kutner, Lawrence. Grand theft childhood: The surprising truth about violent video games and what parents should know. Simon & Schuster, 2008.

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Violent and explicit video games: Informing parents and protecting children : hearing before the Subcommittee on Commerce, Trade, and Consumer Protection of the Committee on Energy and Commerce, House of Representatives, One Hundred Ninth Congress, second session, June 14, 2006. U.S. G.P.O., 2006.

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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. U.S. G.P.O., 2006.

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Book chapters on the topic "Violent video games"

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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. 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. 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. 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. 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. 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 Promote Good Behaviour?" In Does Playing Video Games Make Players More Violent? Palgrave Macmillan UK, 2016. http://dx.doi.org/10.1057/978-1-137-57985-0_7.

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Gunter, Barrie. "Can Playing Video Games Really Trigger Aggression?" In Does Playing Video Games Make Players More Violent? Palgrave Macmillan UK, 2016. http://dx.doi.org/10.1057/978-1-137-57985-0_5.

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Gunter, Barrie. "Do Video Games Need to Be Better Regulated?" In Does Playing Video Games Make Players More Violent? Palgrave Macmillan UK, 2016. http://dx.doi.org/10.1057/978-1-137-57985-0_11.

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

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Irak, Metehan, Can Soylu, and Dicle Çapan. "Violent Video Games and Cognitive Processes: A Neuropsychological Approach." In Gamer Psychology and Behavior. Springer International Publishing, 2016. http://dx.doi.org/10.1007/978-3-319-29904-4_1.

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Conference papers on the topic "Violent video games"

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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. ACM, 2018. http://dx.doi.org/10.1145/3242671.3242684.

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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. ACM, 2015. http://dx.doi.org/10.1145/2793107.2793113.

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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. 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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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. ACM Press, 2011. http://dx.doi.org/10.1145/1968613.1968673.

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Reports on the topic "Violent video games"

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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, 2018. http://dx.doi.org/10.22186/jyi.35.4.77-80.

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