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1

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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3

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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5

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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7

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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10

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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11

Ferguson, Christopher J., Stephanie M. Rueda, Amanda M. Cruz, Diana E. Ferguson, Stacey Fritz, and Shawn M. Smith. "Violent Video Games and Aggression." Criminal Justice and Behavior 35, no. 3 (2008): 311–32. http://dx.doi.org/10.1177/0093854807311719.

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Medeiros, Bruno Gonçalves de, Carlos Eduardo Pimentel, Maurício Miranda Sarmet, and Tailson Evangelista Mariano. "“Brutal Kill!” Violent video games as a predictor of aggression." Psico-USF 25, no. 2 (2020): 261–71. http://dx.doi.org/10.1590/1413-82712020250205.

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Abstract In recent years, many international studies have investigated the relationship between violent games and violence, aggressiveness and delinquent behavior, but there are scarce studies in Brazil on the subject. The aim of this research was to investigate the relationship between dispositional behavior and antisocial behavior correlated with the playing of violent content video games. A total of 249 high school students participated in the study, of which 154 were women and 95 were men, aged 13-20 years (M = 15.4, DP = 1.12), who responded the following scales: Big Five Inventory, Buss and Perry Aggression Questionnaire, Antisocial and Criminal Behaviors Questionnaire and a new Scale of Video Games Violence. The regressions performed indicated that the violent games, antisocial behavior, anger and sex were predictors for physical aggression. In conclusion, the study confirms the hypothesis of the General Aggression Model on human aggression in which violent games are associated with aggressive behavior.
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13

Krause, Karlie A., Chelsie Smyth, and Kate L. Jansen. "Exploring the Effects of Violent Video Games on Healthcare Trainees." Simulation & Gaming 51, no. 5 (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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14

Ferguson, Christopher J. "Violent Video Games, Sexist Video Games, and the Law: Why Can't We Find Effects?" Annual Review of Law and Social Science 14, no. 1 (2018): 411–26. http://dx.doi.org/10.1146/annurev-lawsocsci-101317-031036.

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During the early 2000s, several states and municipalities sought to regulate minors’ access to violent video games owing to perceived harms to minors. The resultant case law, culminating in the US Supreme Court case Brown v. EMA (2011), demonstrated court skepticism of the science linking violent games to harm in minors. Such skepticism was increasingly confirmed as numerous newer studies could not link violent games to socially relevant outcomes. In more recent years, there has been a newer focus on sexist games and the harm these might cause. This field appears at risk for repeating some of the problems of the violent game field, including exaggeration of mixed findings, lack of curiosity regarding null findings, and unreliable research designs. By persisting in advancing a narrative of public health crisis, despite evidence to the contrary, social science has risked damaging its reputation in the eyes of the courts.
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Brockmyer, Jeanne Funk. "Playing Violent Video Games and Desensitization to Violence." Child and Adolescent Psychiatric Clinics of North America 24, no. 1 (2015): 65–77. http://dx.doi.org/10.1016/j.chc.2014.08.001.

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16

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 (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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Ashraf, Mujeeba. "Violent Video Games and Their Relation to Aggressive Behaviour in Late Childhood in Pakistan." International Journal of Cyber Behavior, Psychology and Learning 10, no. 3 (2020): 47–59. http://dx.doi.org/10.4018/ijcbpl.2020070104.

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Most of the European and American literature suggests that playing violent video games can increase aggression in real-life situations in children, but the extent to which this is true in Pakistan is largely unknown. This is a correlational study that explored whether the amount of time spent playing violent themed video games was associated with aggressive behaviour and whether playing different kinds of violent themed video games could predict aggressive behaviour in late childhood. The sample of 100 children (mean age 13.37) was taken, and children were asked to fill in a diary when they played videogames for a week. The results revealed the time spent playing violent video games (role play, action and fighting, and first-person shooter) was positively correlated with aggression; however, only role play and first-person shooter video games were positive predictors of aggressive behaviour. Current research suggests that if children spend more than 30 minutes a day playing violent video games, their chances of learning aggressive behaviour may increase.
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18

Warburton, Wayne. "Apples, Oranges, and the Burden of Proof – Putting Media Violence Findings Into Context." European Psychologist 19, no. 1 (2014): 60–67. http://dx.doi.org/10.1027/1016-9040/a000166.

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In this comment on Elson and Ferguson (2013) , areas of agreement are noted in terms of the need to thoroughly and scientifically document the boundary conditions under which violent video games most impact players. However it is argued, in contrast to Elson and Ferguson, that violent media generally (and violent video games specifically) can and do increase the likelihood of aggressive behavior and desensitization to violence, and are linked to increases in aggressive attitudes and beliefs. It is also argued that research findings demonstrating these violent video game effects must be considered in terms of both the known impacts of other types of media on human thoughts and behavior, and well-documented psychological processes that have been empirically demonstrated to underlie the acquisition of all types of social behavior, not just aggression. To this end, evidence is provided that other types of media such as advertising are shown to clearly impact human psychology, and psychological mechanisms that potentially underlie media violence effects are discussed. It is further noted that there are no clearly evident reasons as to why violent video games should impact thoughts and behavior less than other media or be subject to different psychological processes. When the research evidence is considered in these contexts, it is concluded that the above-mentioned impacts of violent media exposure on human thought and behavior (including those of violent digital games) are demonstrated to two levels of proof – on the balance of probabilities and beyond reasonable doubt.
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19

Hawk, Christopher E., and Robert D. Ridge. "Is It Only the Violence?" Journal of Media Psychology 33, no. 3 (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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Greitemeyer, Tobias. "Playing Video Games Cooperatively Increases Empathic Concern." Social Psychology 44, no. 6 (2013): 408–13. http://dx.doi.org/10.1027/1864-9335/a000154.

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Two studies addressed whether playing video games cooperatively in a team would increase emphatic concern toward others in need. Study 1 showed that cooperative team-play ameliorates the negative effects of violent video game play on empathy. Both those participants who had played a violent video game cooperatively in a team and participants who had played a neutral video game on their own reported more empathy than participants who had played a violent video game on their own. Study 2 showed that cooperative teamplay does not only ameliorate negative effects of violent video games, but may also foster consideration for others. In fact, playing a neutral video game cooperatively in a team (relative to single-play) increased empathy.
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Arnold, Alice. "Violent Video Games as Alter Ego." Art Education 69, no. 1 (2015): 6–7. http://dx.doi.org/10.1080/00043125.2016.1106841.

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22

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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Květon, Petr, and Martin Jelínek. "Frustration and Violence in Mobile Video Games." Swiss Journal of Psychology 79, no. 2 (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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Ruiz-Fernández, Ana, Miriam Junco-Guerrero, and David Cantón-Cortés. "Exploring the Mediating Effect of Psychological Engagement on the Relationship between Child-to-Parent Violence and Violent Video Games." International Journal of Environmental Research and Public Health 18, no. 6 (2021): 2845. http://dx.doi.org/10.3390/ijerph18062845.

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Research into the effects of violent video games on levels of aggression has raised concerns that they may pose a significant social risk, especially among younger people. The objective of this study was to analyze, through structural equation models, the mediating role of psychological engagement in the relationship between the consumption of violent video games and child-to-parent violence (CPV) against the mother and the father. The sample consisted of 916 students from the third and fourth grades of compulsory secondary education, first and second grades of high school, and first cycle of vocational training (483 males and 433 females), of whom a total of 628 were video game players, aged between 13 and 19. The exposure to video games was assessed through an author-elaborated questionnaire, engagement was evaluated with the game engagement questionnaire, and CPV was assessed through the child-to-parent aggression questionnaire. The structural equation models indicated that exposure to violent video games was related to lower rates of CPV against both parents. Conversely, the flow (a sense of being in control, being one with activity, and experiencing distortions in the perception of time) dimension of engagement positively correlated with the level of CPV against the mother, whereas the flow and absorption (total engagement in the current experience) dimensions correlated with CPV against the father. In conclusion, the results confirm the role of violent video game consumption, reducing CPV rates against both parents, a role that is offset to the extent that these violent games provoke engagement in the user.
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Baykal, Nur Baser, and Metehan Irak. "Relationships between violent video games and cognition." Global Journal of Psychology Research: New Trends and Issues 7, no. 2 (2017): 58–70. http://dx.doi.org/10.18844/gjpr.v7i2.2586.

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AbstractObjectives: The differential effects of playing violent video games on information processing has become an issue of concern. Neuropsychological studies provide inconsistent results regarding the effects of playing excessive video games on information processing. The goal of this study was to investigate the effect of violent video games on various cognitive processes, specifically working memory, object recognition, and visual-spatial perception. The relationships between violent video game addiction and aggression, personality, and craving were also investigated. Method: 54 university students were classified into three different groups (addicted, risk, and control) according to the time they spent game playing and their Game Addiction Scale scores. Results: Game addicted individuals have higher scores on aggression, craving, urging, and psychoticism than other groups. Significant differences in reaction times during cognitive tasks were also found. The game addicted group’s reaction times were significantly faster than for risk and non-player groups. Conclusion: This study supports previous findings that violent game playing is related with aggressive thoughts, craving, and urging. However, violent game addiction does not have negative effects on working memory, object recognition, and visual-spatial perception.
 Keywords: Game addiction, violent games, aggression, cognition.
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Dickmeis, Anne, and Keith Roe. "Genres matter: Video games as predictors of physical aggression among adolescents." Communications 44, no. 1 (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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Cabras, Cristina, Maria Laura Cubadda, and Cristina Sechi. "Relationships Among Violent and Non-Violent Video Games, Anxiety, Self-Esteem, and Aggression in Female and Male Gamers." International Journal of Gaming and Computer-Mediated Simulations 11, no. 3 (2019): 15–37. http://dx.doi.org/10.4018/ijgcms.2019070102.

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This study examines the differences in anxiety, self-esteem, and aggression levels between players of violent and non-violent video game and its connection to gender and age. This survey-based research utilizes survey data from 851 video gamers. The study included 61% men and 39% women. The ages of the participants ranged from 18 to 45. Participants were administered an anonymous survey including demographics, a questionnaire for video game habits, Rosenberg's self-esteem scale, a state anxiety inventory (STAI-S), and the Buss-Perry Aggression Questionnaire (BPAQ). The results revealed significant differences between males and females, as well as between younger and older gamers. Despite the majority of research showing a positive relationship between violent video game exposure and aggression levels, the results suggest that of the preference for a violent video game over a non-violent one is not, in itself, a cause for increased anxiety, self-esteem, and aggression levels.
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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 (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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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 (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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Ferguson, Christopher J., Kay Colon-Motas, Carolin Esser, Connor Lanie, Skylar Purvis, and Mark Williams. "The (Not So) Evil Within? Agency in Video Game Choice and the Impact of Violent Content." Simulation & Gaming 48, no. 3 (2016): 329–37. http://dx.doi.org/10.1177/1046878116683521.

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Background. The degree to which violent video games do, or do not contribute to aggressive behavior and hostility remains controversial in the scientific community, with scholars not yet having come to a consensus about effects. Recent studies have examined whether other issues such as frustration or competition might explain some video game influences that were previously thought to be due to violent content. Aim. The current study examines whether player agency in determining choice of game played influences aggressive outcomes. Methods. Young adult players were randomized either to play a violent game, a non-violent game, or to be given the choice between several violent and non-violent games. Players were examined for subsequent aggressive behavior using the ice water task as well as for stress levels and hostility. Results. Game condition did not influence hostility, stress, or aggressive behavior, whether with randomized or chosen games. Conclusion. The present study provided no evidence that violent video games contribute to aggressive behavior. Lack of influence for agency in game choice can be understood given the lack of any aggression effect for violent game exposure.
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Ferguson, Christopher J., Allen Copenhaver, and Patrick Markey. "Reexamining the Findings of the American Psychological Association’s 2015 Task Force on Violent Media: A Meta-Analysis." Perspectives on Psychological Science 15, no. 6 (2020): 1423–43. http://dx.doi.org/10.1177/1745691620927666.

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In 2015, the American Psychological Association (APA) released a task-force technical report on video-game violence with a concurrent resolution statement linking violent games to aggression but not violent crime. The task-force report has proven to be controversial; many scholars have criticized language implying conclusive evidence linking violent games to aggression as well as technical concerns regarding the meta-analysis that formed the basis of the technical report and resolution statement. In the current article, we attempt a reevaluation of the 2015 technical report meta-analysis. The intent of this reevaluation was to examine whether the data foundations behind the APA’s resolution on video-game violence were sound. Reproducing the original meta-analysis proved difficult because some studies were included that did not appear to have relevant data, and many other available studies were not included. The current analysis revealed negligible relationships between violent games and aggressive or prosocial behavior, small relationships with aggressive affect and cognitions, and stronger relationships with desensitization. However, effect sizes appeared to be elevated because of non-best-practices and researcher-expectancy effects, particularly for experimental studies. It is concluded that evidence warrants a more cautious interpretation of the effects of violent games on aggression than provided by the APA technical report or resolution statement.
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Strasburger, Victor C., and Ed Donnerstein. "The New Media of Violent Video Games." Clinical Pediatrics 53, no. 8 (2013): 721–25. http://dx.doi.org/10.1177/0009922813500340.

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33

WENDLING, PATRICE. "Violent Video Games Affect Brain, MRIs Show." Pediatric News 41, no. 1 (2007): 34. http://dx.doi.org/10.1016/s0031-398x(07)70033-4.

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34

Toppo, Greg. "How Violent Video Games Really Affect Kids." Scientific American Mind 26, no. 4 (2015): 40–45. http://dx.doi.org/10.1038/scientificamericanmind0715-40.

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35

姚, 梦云. "The Desensitization Effect of Violent Video Games." Advances in Psychology 09, no. 02 (2019): 286–92. http://dx.doi.org/10.12677/ap.2019.92037.

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36

Greitemeyer, Tobias. "Playing Violent Video Games Increases Intergroup Bias." Personality and Social Psychology Bulletin 40, no. 1 (2013): 70–78. http://dx.doi.org/10.1177/0146167213505872.

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37

Milani, Luca, Elena Camisasca, Simona C. S. Caravita, Chiara Ionio, Sarah Miragoli, and Paola Di Blasio. "Violent Video Games and Children’s Aggressive Behaviors." SAGE Open 5, no. 3 (2015): 215824401559942. http://dx.doi.org/10.1177/2158244015599428.

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38

Schulzke, Marcus. "Defending the morality of violent video games." Ethics and Information Technology 12, no. 2 (2010): 127–38. http://dx.doi.org/10.1007/s10676-010-9222-x.

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39

Radetić-Paić, Mirjana, Dijana Drandić, and Matija Čakarić. "RELATION BETWEEN THE FACTORS OF FAMILY RESILIENCE AND PLAYING VIDEO GAMES WITH VIOLENT CONTENTS." Zbornik Odseka za pedagogiju, no. 29 (October 27, 2020): 89–106. http://dx.doi.org/10.19090/zop.2020.29.89-106.

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Regarding the fact that the research has indicated that the correlation of playing violent video games and violent behaviour could be explained by introducing a “third variable”, the aim of this paper was to determine if there were differences in the factors of students' family resilience when they played video games with violent or non-violent contents. For the purposes of this paper, we used the Family Resilience Assessment Questionnaire (Ferić, Maurović and Žižak, 2016), which was developed according to the Family Resilience Assessment Scale (FRAS) (Sixbey, 2005), and which was standardized for use in research in the Republic of Croatia. The questionnaire consisted of 45 items that measured the family resilience factors. Results have shown that when students play video games with non-violent contents, the family resilience factors are linked to the sense of community and trust between members, and their cohesion with family and friends is stronger. A scientific contribution of this paper is the achievement of specific results linked to the family resilience and playing video games with (non)violent contents. The significance of these results also lies in the fact that they give guidelines for the recognition of problems and interventions on various levels.
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DeCamp, Whitney. "Who plays violent video games? An exploratory analysis of predictors of playing violent games." Personality and Individual Differences 117 (October 2017): 260–66. http://dx.doi.org/10.1016/j.paid.2017.06.027.

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41

Ferguson, Christopher J., and Stephanie M. Rueda. "The Hitman Study." European Psychologist 15, no. 2 (2010): 99–108. http://dx.doi.org/10.1027/1016-9040/a000010.

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This article explores commonly discussed theories of violent video game effects: the social learning, mood management, and catharsis hypotheses. An experimental study was carried out to examine violent video game effects. In this study, 103 young adults were given a frustration task and then randomized to play no game, a nonviolent game, a violent game with good versus evil theme (i.e., playing as a good character taking on evil), or a violent game in which they played as a “bad guy.” Results indicated that randomized video game play had no effect on aggressive behavior; real-life violent video game-playing history, however, was predictive of decreased hostile feelings and decreased depression following the frustration task. Results do not support a link between violent video games and aggressive behavior, but do suggest that violent games reduce depression and hostile feelings in players through mood management.
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Markey, Patrick M., Charlotte N. Markey, and Juliana E. French. "Violent video games and real-world violence: Rhetoric versus data." Psychology of Popular Media Culture 4, no. 4 (2015): 277–95. http://dx.doi.org/10.1037/ppm0000030.

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43

Funk, Jeanne B. "Children's Exposure to Violent Video Games and Desensitization to Violence." Child and Adolescent Psychiatric Clinics of North America 14, no. 3 (2005): 387–404. http://dx.doi.org/10.1016/j.chc.2005.02.009.

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Nauroth, Peter, Mario Gollwitzer, Jens Bender, and Tobias Rothmund. "Gamers against science: The case of the violent video games debate." European Journal of Social Psychology 44, no. 2 (2013): 104–16. http://dx.doi.org/10.1002/ejsp.1998.

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45

Halbrook, Yemaya J., Aisling T. O’Donnell, and Rachel M. Msetfi. "When and How Video Games Can Be Good: A Review of the Positive Effects of Video Games on Well-Being." Perspectives on Psychological Science 14, no. 6 (2019): 1096–104. http://dx.doi.org/10.1177/1745691619863807.

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Video games are a source of entertainment for a wide population and have varied effects on well-being. The purpose of this article is to comprehensively examine game-play research to identify the factors that contribute to these disparate well-being outcomes and to highlight the potential positive effects. On the basis of existing literature, we argue that the effects of gaming on well-being are moderated by other variables, such as motivations for gaming and video-game characteristics. Specifically, the inclusion of social activity can benefit prosocial behaviors and affect the relationship between violent video games and aggression that some studies have demonstrated. Moreover, the research on the relationship between violent video games and aggression depends greatly on individual and sociocontextual variables outside of game play. The inclusion of physical activity in games can provide an improvement in physical health with high levels of enjoyment, potentially increasing adherence rates. Overall, following our review, we determined that the effects of gaming on well-being are moderated by and depend on the motivation for gaming, outside variables, the presence of violence, social interaction, and physical activity. Thus, we argue that there is potential for an “optimal gaming profile” that can be used in the future for both academic- and industry-related research.
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Padilla, Rolando Manuel Reyes, Felipe Del Ángel Padrón Morales, Juan Eduardo Soto Luévano, and Carlos Argelio Arévalo Mercado. "Videojuegos y su Impacto en la Salud Mental: Estudio Experimental Sobre Exposición a Videojuegos Violentos en Estudiantes Universitarios." Tecnología Educativa Revista CONAIC 7, no. 1 (2019): 24–30. http://dx.doi.org/10.32671/terc.v7i1.180.

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Los videojuegos representan uno de los mayores fenómenos contemporáneos. Se reporta que hasta un 85% de ellos incluye alguna forma de violencia, generando una preocupación sobre el impacto negativo que pudiera llegar a tener. Esto ha dado lugar a gran número de investigaciones sobre su posible impacto, sin observarse un consenso sobre el tema. La presente investigación tuvo como objetivo medir el impacto de la exposición a videojuegos violentos como uno de los factores que pueden aumentar la agresividad de las personas, mencionado por el “Catalyst Model”. Mediante la realización de un experimento controlado, los resultados sugieren que los videojuegos no fueron un factor de aumento de la agresividad. Se detectaron dos casos anómalos. En el primero, el videojuego no violento tuvo un efecto calmante a actitudes hostiles y en el otro el videojuego violento, fungió como un incrementador de actitudes agresivas.
 Video games represent one of the greatest contemporary phenomena. It is reported that up to 85% of them include some form of violence, generating a concern about the negative impact that could have. This has led to a large number of research on its possible impact, without observing a consensus on the subject. The objective of this research was to measure the impact of exposure to violent video games as one of the factors that can increase the aggression of people, mentioned by the "Catalyst Model". By conducting a controlled experiment, the results suggest that video games were not a factor in increasing aggressiveness. Two anomalous cases were detected. On the first case, nonviolent videogames worked as a calming effect to hostile attitudes. On the other, they worked in a contrary way with violent videogames, acting as a catalyst of the participant's aggressive attitudes.
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Zheng, Jia-Kun, and Qian Zhang. "Priming effect of computer game violence on children's aggression levels." Social Behavior and Personality: an international journal 44, no. 10 (2016): 1747–59. http://dx.doi.org/10.2224/sbp.2016.44.10.1747.

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We investigated how aggression resulting from playing violent computer games varies by gender and trait aggressiveness level. In Study 1, 220 children rated 2 video games in terms of pleasantness, excitement, violent content, violent images, fear, interest, and reality. Results indicated that Virtual Cop2 and Fight Landlord games were perceived as violent and nonviolent, respectively. In Study 2, 240 different children responded to the Buss–Perry Aggression Questionnaire, played either Virtual Cop2 or Fight Landlord, and completed a semantic classification task involving rating whether 60 words were aggressive or nonaggressive. Results showed that boys, but not girls, displayed stronger aggression after playing Virtual Cop2, compared to Fight Landlord. Further, children with high trait aggressiveness exhibited strong aggression after playing Virtual Cop2, whereas those with moderate or low trait aggressiveness did not. Overall, our results indicate that gender and trait aggressiveness both affect aggression among children who play violent video games.
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Krantz, Andrew, Vipul Shukla, Michele Knox, and Karyssa Schrouder. "Violent Video Games Exposed: A Blow by Blow Account of Senseless Violence in Games." Journal of Psychology 151, no. 1 (2016): 76–87. http://dx.doi.org/10.1080/00223980.2016.1226744.

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49

Charmaraman, Linda, Amanda M. Richer, and Megan A. Moreno. "Social and Behavioral Health Factors Associated with Violent and Mature Gaming in Early Adolescence." International Journal of Environmental Research and Public Health 17, no. 14 (2020): 4996. http://dx.doi.org/10.3390/ijerph17144996.

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We examined how risk level of video games, measured by maturity and violence level, was associated with behavioral health, social impacts, and online social interactions. School-based surveys in two different cohorts assessed self-reported gaming behaviors, health, and social media use. For Study 1, our 700 participants were 52% female and 48% White (mean age 12.7). Middle school students who played the high-risk games reported higher depressive symptoms and problematic internet behaviors, less sleep, more time spent playing games, and higher frequency of checking social media than non-gaming students. Those who played high-risk games were less likely to play alone and to play with strangers than those who played minimal-risk games. For Study 2, our 772 participants were 50% female and 57% White (mean age 12.6). Similar to Study 1, we found that those who played the high-risk games spent significantly more time playing games, were more interactive with other players, and had poorer sleep outcomes than non-high-risk gamers. Additionally, playing high-risk games had significantly different social impacts of gaming compared to less-risky gaming, including spending more money on games, spending less time on homework and with family or skipping meals due to gaming. Mature and violent content of video games and amount of online social interaction associated with gaming play a strong role in behavioral health and social impacts within families. These results can inform guidelines to intervene when problematic behaviors emerge.
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Murray, John P., Barbara Biggins, Edward Donnerstein, et al. "A Plea for Concern Regarding Violent Video Games." Mayo Clinic Proceedings 86, no. 8 (2011): 818–20. http://dx.doi.org/10.4065/mcp.2011.0321.

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