Skip to main content

What Are the Effects That Cause Concern?

  • Chapter
  • First Online:
Does Playing Video Games Make Players More Violent?
  • 2787 Accesses

Abstract

This chapter considers the different types of effects that violent video games might have on players. Earlier work on media violence explained many of the alleged effects of violent portrayals on television and film by using specific theories concerning the nature of people’s psychological reactions to media. There were concerns that exposure to media violence could lead to imitation effects, trigger aggressive impulses, reduce socially conditioned controls over aggression, arouse people to anger, desensitise them to being less concerned about violence and the plight of victims of violence, discharge aggressive impulses, reduce prosocial behavioural tendencies, create greater acceptance of social violence or greater fear of it, and serve as a mood management device. This chapter considers these effects in relation to video game violence. The chapter also examines new theories, such as the general aggression model and catalyst model, trying to integrate video game effects at cognitive, emotional and behavioural levels.

This is a preview of subscription content, log in via an institution to check access.

Access this chapter

Chapter
USD 29.95
Price excludes VAT (USA)
  • Available as PDF
  • Read on any device
  • Instant download
  • Own it forever
eBook
USD 89.00
Price excludes VAT (USA)
  • Available as EPUB and PDF
  • Read on any device
  • Instant download
  • Own it forever
Hardcover Book
USD 119.99
Price excludes VAT (USA)
  • Durable hardcover edition
  • Dispatched in 3 to 5 business days
  • Free shipping worldwide - see info

Tax calculation will be finalised at checkout

Purchases are for personal use only

Institutional subscriptions

References

  • Abbott, M., Palmisano, B., & Dickerson, M. (1995). Video game playing, dependency and delinquency: A question of methodology? Journal of Gambling Studies, 11(3), 287–301.

    Google Scholar 

  • Anderson, C. A. (2004). An update on the effects of playing violent video games. Journal of Adolescence, 27, 113–122.

    Article  Google Scholar 

  • Anderson, C. A., & Bushman, B. J. (2001). Effects of violent video games on aggressive behaviour, aggressive cognition, aggressive affect, physiological arousal, and prosocial behaviour: A meta-analytic review of the scientific literature. Psychological Science, 12(5), 353–359.

    Article  Google Scholar 

  • Anderson, C. A., & Bushman, B. J. (2002a). Human aggression. Annual Review of Psychology, 53, 27–51.

    Article  Google Scholar 

  • Anderson, C. A., & Bushman, B. J. (2002b). The effects of media violence on society. Science, 295, 2377–2378.

    Article  Google Scholar 

  • Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts, feelings, and behaviour in the laboratory and in life. Journal of Personality and Social Psychology, 78, 772–791.

    Article  Google Scholar 

  • Anderson, C. A., & Carnagey, N. L. (2004). Violent evil and the general aggression model. In A. Miller (Ed.), The social psychology and good and evil (pp. 168–192). New York: Guilford Publications.

    Google Scholar 

  • Anderson, C. A., Carnagey, N. L., Flanagan, M., Benjamin, A. J., Eubanks, J., & Valentine, J. C. (2004). Violent video games: Specific effects of violent content on aggressive thoughts and behaviour. Advances in Experimental Social Psychology, 36, 199–249.

    Article  Google Scholar 

  • Anderson, C. A., & Ford, C. M. (1987). Affect of the game player: Short-term effects of highly and mildly aggressive video games. Personality and Social Psychology Bulletin, 12, 390–402.

    Article  Google Scholar 

  • Anderson, C. A., Gentile, D. A., & Buckley, K. E. (2007). Violent Video Game Effects on Children and Adolescents: Theory, Research and Public Policy. Oxford, UK: Oxford University Press.

    Google Scholar 

  • Anderson, C. A., & Huesmann, L. R. (2003). Human aggression: A social cognitive view. In M. A. Hogg & J. Cooper (Eds.), Handbook of social psychology (pp. 296–323). London: Sage.

    Google Scholar 

  • Anderson, C. A., & Morrow, M. (1995). Competitive aggression with interaction: Effects of competitive versus cooperative instructions on aggressive behaviour in video games. Personality and Social Psychology Bulletin, 21, 1020–1030.

    Article  Google Scholar 

  • Arriaga, P., Esteves, F., Carneiro, P., & Monteiro, M. B. (2008). Are the effects of unreal violent video games pronounced when playing with a virtual reality system? Aggressive Behavior, 34(5), 521–538.

    Google Scholar 

  • Arriaga, P., Moneiro, M. B., & Esteves, F. (2011). Effects of playing violent computer games on emotional desensitization and aggressive behaviour. Journal of Applied Social Psychology, 41, 1900–1925.

    Google Scholar 

  • Bailey, K., West, R., & Anderson, C. A. (2010). A negative association between video game experience and proactive cognitive control. Psychophysiology, 47, 34–42.

    Google Scholar 

  • Bailey, K., West, R., & Anderson, C. A. (2011). The influence of video games on social, cognitive, and affective information processing. In J. Decety & J. Cacioppo (Eds.), Handbook of social neuroscience (pp. 1001–1011). New York: Oxford University Press.

    Google Scholar 

  • Ballard, M. E., & Weist, J. R. (1996). Mortal KombatTM: The effects of violent videogame play on males’ hostility and cardiovascular responding. Journal of Applied Social Psychology, 26, 717–730.

    Article  Google Scholar 

  • Bandura, A. (1965). Vicarious processes: A case of no-trial learning. In L. Berkowitz (Ed.), Advances in experimental social psychology (Vol. 2, pp. 1–55). New York: Academic Press.

    Google Scholar 

  • Bandura, A. (1973). Aggression: A social learning theory analysis. Englewood Cliffs, NJ: Prentice-Hall.

    Google Scholar 

  • Bandura, A. (1986). Social foundations of thought and action: A social cognition theory. Englewood Cliffs, NJ: Prentice-Hall.

    Google Scholar 

  • Bandura, A. (1994). The social cognitive theory of mass communication. In J. Bryant & D. Zillmann (Eds.), Media effects: Advances in theory and research (pp. 61–90). Hillsdale, NJ: Lawrence Erlbaum Associates.

    Google Scholar 

  • Bandura, A., Ross, D., & Ross, S. A. (1961). Transmission of aggression through imitation of aggressive models. Journal of Abnormal and Social Psychology, 63, 575–582.

    Article  Google Scholar 

  • Bandura, A., Ross, D., & Ross, S. A. (1963). Imitation of film-mediated aggressive models. Journal of Personality and Social Psychology, 66, 3–11.

    Google Scholar 

  • Bandura, A., & Walters, R. H. (1963). Social learning and personality development. New York: Holt, Rinehart & Winston.

    Google Scholar 

  • Bartholow, B. D., Bushman, B. J., & Sestir, M. A. (2006). Chronic violent video game exposure and desensitization to violence: Behavioral and event-related brain potential data. Journal of Experimental Social Psychology, 42, 532–539.

    Article  Google Scholar 

  • Belsky, J., & Fearon, R. M. P. (2002). Infant-mother attachment security, contextual risk, and early development: A moderational analysis. Development and Psychopathology, 14, 48–60.

    Article  Google Scholar 

  • Berkowitz, L. (1965). Some aspects of observed aggression. Journal of Personality and Social Psychology, 2, 359–369.

    Article  Google Scholar 

  • Berkowitz, L. (1984). Some effects of thoughts on anti- and prosocial influences of media events: A cognitive-neoassociation analysis. Psychological Bulletin, 95(3), 410–427.

    Article  Google Scholar 

  • Berkowitz, L., & Alioto, J. T. (1973). The meaning of an observed event as a determinant of its aggressive consequences. Journal of Personality and Social Psychology, 28, 206–217.

    Article  Google Scholar 

  • Berkowitz, L., & Rogers, K. H. (1986). A priming effect analysis of media influences. In J. Bryant & D. Zillmann (Eds.), Perspectives on media effects (pp. 57–81). Hillsdale, NJ: Lawrence Erlbaum Associates.

    Google Scholar 

  • Bender, J., Rothmund, T., & Gollwitzer, M. (2013). Biased estimation of violent video game effects on aggression: Contributing factors and boundary conditions. Societies, 3, 383–398.

    Google Scholar 

  • Bensley, L., & van Eenyk, J. (2001). Video games and real-life aggression: Review of the literature. Journal of Adolescent Health, 29, 244–257.

    Google Scholar 

  • Biblow, E. (1973). Imaginative play and the control of aggressive behaviour. In J. L. Singer (Ed.), The child’s world of make-believe: Experimental studies of imaginative play (pp. 104–128). New York: Academic Press.

    Google Scholar 

  • Bjorkqvist, K., & Didriksson, B. (1985, August). Desensitization to film violence in aggressive and nonaggressive boys. Paper presented at the meeting of the International Society for Aggression, Parma, Italy.

    Google Scholar 

  • Braun, C., & Giroux, J. (1989). Arcade video games: Proxemic, cognitive and content analyses. Journal of Leisure Research, 21, 92–105.

    Google Scholar 

  • Braun, C., Goupil, G., Giroux, J., & Chagnon, Y. (1986). Adolescents and microcomputers: Sex differences, proxemics, task and stimulus variables. Journal of Psychology, 120, 529–542.

    Article  Google Scholar 

  • Brusa, J. A. (1988). Effects of video game playing on children’s social behaviour (aggression, cooperation). Dissertation Abstracts International-B, 48(10), 3127.

    Google Scholar 

  • Buchman, D. D., & Funk, J. B. (1996). Video and computer games in the ’90s: Children’s time commitment and game preference. Children Today, 24, 12–16.

    Google Scholar 

  • Buckley, K. E., & Anderson, C. A. (2006). A theoretical model of the effects and consequences of playing video games. In P. Vorderer & J. Bryant (Eds.), Playing video games: Motives, responses and consequences (pp. 363–378). Mahwah, NJ: Lawrence Erlbaum Associates.

    Google Scholar 

  • Bushman, B. J., & Anderson, C. A. (2009). Comfortably numb: Desensitizing effects of violent media in helping others. Psychological Science, 20(3), 273–277.

    Google Scholar 

  • Calvert, S. L., & Tan, S. (1994). Impact of virtual reality on young adults’ physiological arousal and aggressive thoughts: Interaction versus observation. Journal of Applied Developmental Psychology, 15, 125–139.

    Article  Google Scholar 

  • Carnagey, N. L., & Anderson, C. A. (2005). The effects of reward and punishment in violent video games on aggressive affect, cognition, and behavior. Psychological Science, 16, 882–889.

    Google Scholar 

  • Chambers, J. H., & Ascione, F. R. (1987). The effects of prosocial and aggressive videogames on children’s donating and helping. Journal of Genetic Psychology, 148, 499–505.

    Article  Google Scholar 

  • Chen, L., Zhou, S. & Bryant, J. (2007). Temporal changes in mood repair through music consumption: Effects of mood, mood salience and individual differences. Media Psychology, 9, 695-–13.

    Google Scholar 

  • Cline, V. B., Croft, R. G., & Courrier, S. (1973). Desensitization of children to television violence. Journal of Personality and Social Psychology, 27, 260–265.

    Google Scholar 

  • Collins, W. A. (1979). Children’s comprehension of television content. In E. Wartella (Ed.), Children communicating: Media and development of thought, speech and understanding (pp. 21–52). Beverly Hills, CA: Sage.

    Google Scholar 

  • Colwell, J. (2007). Needs met through computer game play among adolescents. Personality and Individual Differences, 41, 2072–2082.

    Article  Google Scholar 

  • Cooper, J., & Mackie, D. (1986). Video games and aggression in children. Journal of Applied Social Psychology, 16, 726–744.

    Article  Google Scholar 

  • Crick, N. R., & Didge, K. A. (1994). A review and reformulation of social information-processing mechanisms in children’s social adjustment. Psychological Bulletin, 115, 74–101.

    Article  Google Scholar 

  • Dale, E. (1935). The content of motion pictures. New York: Macmillan.

    Google Scholar 

  • DeLisi, M., Vaughn, M. G., Gentile, D. A., Anderson, C. A., & Shook, J. J. (2013). Violent video games, delinquency, and youth violence: New evidence.Youth Violence and Juvenile Justice, 11(2), 132–142.

    Google Scholar 

  • Dill, K. E., & Dill, J. C. (1998). Video game violence: A review of the empirical literature. Aggression and Violent Behavior: A Review Journal, 3, 407–428.

    Article  Google Scholar 

  • Dillman-Carpentier, F., Brown, J., Bertocci, M., Silk, J., Forbes, E., & Dahl, R. (2008). Sad kids, sad media? Applying mood management theory to depressed adolescents’ use of media. Media Psychology, 11, 143–166.

    Article  Google Scholar 

  • Dodge, K. A., & Petit, G. S. (2003). A biopsychological model of the development of chronic conduct problems in adolescence. Developmental Psychology, 39, 349–371.

    Article  Google Scholar 

  • Dominick, J. R. (1984). Videogames, television violence and aggression in teenagers. Journal of Communication, 34, 136–147.

    Article  Google Scholar 

  • Donnertsein, E., Slaby, R. G., & Eron, L. D. (1994). The mass media and youth aggression. In L. D. Eron, J. H. Gentry, & P. Schlegel (Eds.), Reason to hope: A psychosocial perspective on violence and youth (pp. 219–250). Washington, DC: American Psychological Association.

    Chapter  Google Scholar 

  • Doob, A. N., & Climie, R. J. (1972). Delay of measurement and the effects of film violence. Journal of Experimental Social Psychology, 8(2), 136–142.

    Article  Google Scholar 

  • Durkin, K. (1995). Computer games, their effects on young people: A review. Sydney, Australia: Office of Film & Literature Classification.

    Google Scholar 

  • Durkin, K., & Low, J. (2000). Computer games and aggression research in Australia and New Zealand. In C. von Feilitzen & U. Carlsson (Eds.), Children in the new media landscape (pp. 79–82). Goteburg, Sweden: UNESCO International Claringhouse on Children and Violence on the Screen.

    Google Scholar 

  • Egli, E. A., & Meyers, L. S. (1984). The role of video-game playing in adolescent life: Is there a reason to be concerned? Bulletin of the Psychonomic Society, 22, 309–312.

    Article  Google Scholar 

  • Ellis, L., & Walsh, A. (1997). Gene-based evolutionary theories in criminology. Criminology, 35, 229–276.

    Article  Google Scholar 

  • Emes, C. E. (1997). Is Mr Pac Man eating our children? A review of the effect of video games on children. Canadian Journal of Psychiatry, 42(4), 409–414.

    Google Scholar 

  • Ferguson, C. J., & Dyck, D. (2012). Paradigm change in aggression research: The time has come to retire the general aggression model. Aggression and Violent Behavior, 17, 220–228.

    Article  Google Scholar 

  • Ferguson, C. J., & Rueda, S. M. (2010). The Hitman study: Violent video game exposure effects on aggressive behaviour, hostile feelings, and depression. European Psychologist, 15(2), 99–108.

    Article  Google Scholar 

  • Ferguson, C. J., Rueda, S. M., Cruz, A. M., Ferguson, D. E., Fritz, S., & Smith, S. M. (2008). Violent video games and aggression: Causal relationship of byproduct of family violence and intrinsic violence motivation? Criminal Justice and Behavior, 35, 311–332.

    Article  Google Scholar 

  • Feshbach, S. (1955). The drive-reducing function of fantasy behaviour. Journal of Abnormal and Social Psychology, 5, 3–11.

    Article  Google Scholar 

  • Feshbach, S. (1961). The stimulating versus cathartic effects of a vicarious aggressive activity. Journal of Abnormal and Social Psychology, 63, 381–385.

    Article  Google Scholar 

  • Feshbach, S., & Singer, R. D. (1971). Television and aggression. San Francisco, CA: Jossey-Bass.

    Google Scholar 

  • Fling, S., Smith, L., Rodriguez, T., Thornton, D., Atkins, E., & Nixon, K. (1992). Videogames, aggression, and self-esteem: A survey. Social Behavior and Personality, 20, 39–46.

    Article  Google Scholar 

  • Funk, J. B. (2005). Children’s exposure to violent video games and desensitization to violence. Child and Adolescent Psychiatric Clinics of North America, 14(3), 387–404.

    Google Scholar 

  • Funk, J. B., & Buchman, D. D. (1996). Playing violent computer games and adolescent self-concept. Journal of Communication, 46, 19–32.

    Article  Google Scholar 

  • Funk, J. B., Baldacci, H. B., Pasold, T., & Baumgartner, J. (2004). Violent exposurein real life, video games, television, movies and the internet: Is there desensitization? Journal of Adolescence, 27(1), 23–39.

    Google Scholar 

  • Geen, R. G. (1990). Human aggression. Pacific Grove, CA: MacGraw-Hill.

    Google Scholar 

  • Geen, R. G. (1994). Television and aggression: Recent developments in research and theory. In D. Zillmann, J. Bryant, & A. C. Huston (Eds.), Media, children and the family (pp. 151–162). Hillsdale, NJ: Lawrence Erlbaum Associates.

    Google Scholar 

  • Geen, R. G., & Quanty, M. B. (1977). The catharsis of aggression: An evaluation of a hypothesis. In L. Berkowitz (Ed.), Advances in experimental social psychology (Vol. 10, pp. 1–37). New York: Academic Press.

    Google Scholar 

  • Gentile, D. A., & Sesma, A. (2003). Developmental approaches to understanding media effects on individuals. In D. A. Gentile (Ed.), Media violence and children (pp. 19–38). Westport, CT: Praeger.

    Google Scholar 

  • Gentile, D. A., Groves, C., & Gentile, J. R. (2013). The general learning model: Unveiling the learning potential from video games. In F. C. Blumberg (Ed.), Learning by playing: Frontiers of video gaming in education (pp. 121–142). New York: Oxford University Press.

    Google Scholar 

  • Gerbner, G., & Gross, L. (1976). Living with television: The violence profile. Journal of Communication, 26, 173–199.

    Article  Google Scholar 

  • Gerbner, G., Gross, L., Eleey, M. F., Jackson-Beeck, M., Jeffries-Fox, S., & Signorielli, N. (1977). Television violence profile no.8: The highlights. Journal of Communication, 27, 171–180.

    Article  Google Scholar 

  • Gerbner, G., Gross, L., Jackson-Beeck, M., Jeffries-Fox, S., & Signorielli, N. (1978). Cultural indicators: Violence profile no. 9. Journal of Communication, 28, 176–207.

    Article  Google Scholar 

  • Gerbner, G., Gross, L., Signorielli, N., Morgan, M., & Jackson-Beeck, M. (1979). The demonstration of power: Violence profile no. 10. Journal of Communication, 29, 177–196.

    Article  Google Scholar 

  • Gerbner, G., Gross, L., Morgan, M., & Signorielli, N. (1980). The ‘mainstreaming’ of America: Violence profile no. 11. Journal of Communication, 30, 10–29.

    Article  Google Scholar 

  • Graybill, D., Kirsch, J. R., & Esselman, E. D. (1985). Effects of playing violent versus nonviolent video games on the aggressive ideation of aggressive and non-aggressive children. Child Study Journal, 15, 199–205.

    Google Scholar 

  • Greitemeyer, T. (2014a). Intense acts of violence during video game play makedaily life aggression appear innocuous: A new mechanism why violent videogames increase aggression. Journal of Experimental Social Psychology, 50, 52–56.

    Google Scholar 

  • Greitemeyer, T. (2014b). Playing violent video games increases intergroup bias. Personality and Social Psychology Bulletin, 40, 70–78.

    Google Scholar 

  • Greitemeyer, T., & Mclatchie, N. (2011). Denying humanness to others: A newlydiscovered mechanism by which violent video games increase aggressive behaviour. Psychological Science, 22, 659–665.

    Google Scholar 

  • Griffiths, M. (1999). Violent video games and aggression: A review of the literature. Aggression and Violent Behavior, 4(2), 203–212.

    Article  Google Scholar 

  • Griffiths, M. (2000). Video game violence and aggression: A review of research. In C. von Feilitzen & U. Carlsson (Eds.), Children in the new media landscape (pp. 31–34). Goteburg, Sweden: UNESCO International Claringhouse on Children and Violence on the Screen.

    Google Scholar 

  • Guerra, N. G., Huesmann, L. R., & Hanish, L. (1995). The role of normative beliefs in children’s social behaviour. In N. Eisenberg (Ed.), Review of personality and social psychology: Vol. 15. Social development (pp. 140–158). Thousand Oaks, CA: Sage.

    Google Scholar 

  • Gunter, B. (1980). The cathartic potential of television drama. Bulletin of the British Psychological Society, 33, 448–450.

    Google Scholar 

  • Gunter, B. (1985). Dimensions of television violence. Aldershot, England: Gower.

    Google Scholar 

  • Hawkins, R., & Pingree, S. (1980). Some processes in the cultivation effect. Communication Research, 7, 193–226.

    Article  Google Scholar 

  • Healy, D., & Williams, J. (1988). Dysrhythmia, dysphoria, and depression: The interaction of learned helplessness and circadian dysrhythmia in the pathogenesis of depression. Psychological Bulletin, 103(2), 163–178.

    Article  Google Scholar 

  • Hirsch, P. (1980). The “scary” world of the non-viewer and other anomalies: A reanalysis of Gerbner et al.’s finding on cultivation analysis: Part I. Communication Research, 7, 403–456.

    Google Scholar 

  • Hirsch, P. (1981a). On not learning from one’s own mistakes: A reanalysis of Gerbner et al.’s findings on cultivation analysis: Part II. Communication Research, 8, 73–96.

    Google Scholar 

  • Hirsch, P. (1981b). Distinguishing good speculations from bad theory: Rejoinder to Gerbner et al. Communication Research, 8, 3–37.

    Article  Google Scholar 

  • Hughes, M. (1980). The fruits of cultivation analysis: A re-examination of the effects of television in fear of victimization, alienation and approval of violence. Public Opinion Quarterly, 44, 287–302.

    Google Scholar 

  • Huesmann, L. R. (1986). Psychological processes promoting the relation between exposure to media violence and aggressive behaviour by the viewer. Journal of Social Issues, 42(3), 125–139.

    Article  Google Scholar 

  • Huesmann, L. R. (1988). An information-processing model for the development of aggression. Aggressive Behavior, 14, 13–24.

    Article  Google Scholar 

  • Irwin, A. R., & Gross, A. M. (1995). Cognitive tempo, violent video games, and aggressive behaviour in young boys. Journal of Family Violence, 10, 337–350.

    Article  Google Scholar 

  • Jo, E., & Berkowitz, L. (1994). A priming effect analysis of media influences: An update. In J. Bryant & D. Zillmann (Eds.), Media effects: Advances in theory and research (pp. 43–60). Hillsdale, NJ: Lawrence Erlbaum Associates.

    Google Scholar 

  • Josephson, W. (1987). Television violence and children’s aggression: Testing the priming, social script and disinhibition predictors. Journal of Personality and Social Psychology, 53, 882–890.

    Article  Google Scholar 

  • Keltikangas-Jarvinen, L., & Heironen, K. (2003). Childhood roots of adult hostility: Family factors as predictors of affective and cognitive hostility. Child Development, 74, 1751–1768.

    Google Scholar 

  • Kestenbaum, G. I., & Weinstein, L. (1985). Personality, psychopathology and developmental issues in male adolescent video game use. Journal of the American Academy of Child Psychiatry, 24, 329–333.

    Article  Google Scholar 

  • Kirsh, S. J. (2003). The effects of violent video games on adolescents: The overlooked influence of development. Aggression and Violent Behavior, 8, 377–389.

    Article  Google Scholar 

  • Krahe, B., & Moller, I. (2010). Longitudinal effects of media violence on aggression and empathy among German adolescents. Journal of Applied Developmental Psychology, 31, 401–409.

    Google Scholar 

  • Kubey, R., & Larson, R. (1990). The use of experience of the new video media among children and adolescents. Communication Research, 17, 107–130.

    Article  Google Scholar 

  • Liebert, R. M., & Baron, R. A. (1972). Some immediate effects of televised violence on children’s behaviour. Developmental Psychology, 6, 469–475.

    Article  Google Scholar 

  • Lin, J. H. (2013). Identification matters: A moderated mediation model of media interactivity, character identification, and video game violence on aggression. Journal of Communication, 63, 682–702.

    Google Scholar 

  • Linn, S., & Lepper, M. R. (1987). Correlates of children’s usage of videogames and computers. Journal of Applied Social Psychology, 17, 72–93.

    Article  Google Scholar 

  • Masten, A. S. (2001). Ordinary magic: Resilience processes in development. American Psychologist, 56, 227–238.

    Article  Google Scholar 

  • Masten, A. S., Hubbard, J. J., Gest, S. D., Tellegen, A., Garmezy, N., & Ramirez, M. (1999). Competence in the context of adversity: Pathways to resilience and maladaptation from childhood to late adolescence. Development and Psychopathology, 11, 143–169.

    Article  Google Scholar 

  • Masten, A. S., & Reed, M. G. J. (2002). Resilience in development. In S. R. Snyder & S. J. Lopez (Eds.), The handbook of positive psychology (pp. 74–88). New York: Oxford University Press.

    Google Scholar 

  • Mehrabian, A., & Wixen, W. (1986). Preferences for individual video games as a function of their emotional effects on players. Journal of Applied Social Psychology, 16, 3–15.

    Article  Google Scholar 

  • Nabi, R. L., Finnerty, K., Domschke, T., & Hull, S. (2006). Does misery love company? Exploring the therapeutic effects of TV viewing on regretted experiences. Journal of Communication, 56, 689–706.

    Article  Google Scholar 

  • Olson, C. K., Kutner, L., & Warner, D. (2008). The role of violent video game play in adolescent development: Boys’ perspectives. Journal of Adolescence Research, 23, 55–75.

    Article  Google Scholar 

  • Osborn, C. K., & Endsley, R. C. (1971). Emotional reactions of young children to TV violence. Child Development, 42, 321–331.

    Article  Google Scholar 

  • Polman, H., de Castro, B. O., & van Aken, M. A. (2008). Experimental study of the differential effects of playing versus watching violent video games on children’s aggressive behaviour. Aggressive Behavior, 34(3), 256–264.

    Google Scholar 

  • Ramos, R. A., Ferguson, C. J., Frailing, K., & Romero-Ramirez, M. (2013).Comfortably numb or just yet another movie? Media violence exposure doesnot reduce viewer empathy for victims of real violence among primarily Hispanic viewers. Psychology of Popular Media Culture, 2(1), 2–10.

    Google Scholar 

  • Rule, B. G., & Ferguson, T. J. (1986). The effects of media violence on attitudes, emotions and cognitions. Journal of Social Issues, 42, 29–50.

    Article  Google Scholar 

  • Rutter, M. (2003). Commentary: Causal processes leading to antisocial behaviour. Developmental Psychology, 39, 372–378.

    Article  Google Scholar 

  • Sakamoto, A. (2000). Video games and violence: Controversy and research in Japan. In C. von Feilitzen & U. Carlsson (Eds.), Children in the new media landscape (pp. 61–68). Goteburg, Sweden: UNESCO International Clearinghouse on Children and Violence on the Screen.

    Google Scholar 

  • Schutte, N. S., Malouff, J. M., Post-Gorden, J. C., & Rodasta, A. L. (1988). Effects of playing video games on children’s aggressive and other behaviours. Journal of Applied Social Psychology, 18, 454–460.

    Article  Google Scholar 

  • Scott, D. (1995). The effect of video games on feelings of aggression. Journal of Psychology, 129, 121–132.

    Article  Google Scholar 

  • Shafer, D. M. (2012). Causes of state hostility and enjoyment in player versusplayer and player versus environment video games. Journal of Communication, 62, 719–737.

    Google Scholar 

  • Sherry, J. (2007). Violent video games and aggression: Why can’t we find links? In R. Priess, B. Gayle, N. Burrell, M. Allen, & J. Bryant (Eds.), Mass media effects research: Advances through meta-analysis (pp. 231–248). Mahwah, NJ: Lawrence Erlbaum Associates.

    Google Scholar 

  • Shrum, L. J. (1996). Psychological processes underlying cultivation effects: Further tests of construct accessibility. Human Communication Research, 22(4), 482–509.

    Article  Google Scholar 

  • Shrum, L. J., & O’Guinn, T. C. (1993). Processes and effects in the construction of social reality: Construct accessibility as an explanatory variable. Communication Research, 20, 436–471.

    Article  Google Scholar 

  • Silvern, S. B., & Williamson, P. A. (1987). The effects of video-game play on young children’s aggression, fantasy and prosocial behaviour. Journal of Applied Developmental Psychology, 8, 453–462.

    Article  Google Scholar 

  • Singer, J. L. (1966). Daydreaming: An introduction to the experimental study of inner experience. New York: Random House.

    Google Scholar 

  • Strizhakova, Y., & Krcmar, M. (2007). Mood management and video rental choices. Media Psychology, 10, 91–112.

    Google Scholar 

  • Swing, E. L., & Anderson, C. A. (2007). The unintended negative consequences of exposure to violent video games. Cognitive Technology, 12(1), 3–13.

    Google Scholar 

  • Tannenbaum, P., & Zillmann, D. (1975). Emotional arousal in the facilitation of aggression through communication. In L. Berkowitz (Ed.), Advances in experimental social psychology (Vol. 8, pp. 149–192). New York: Academic Press.

    Google Scholar 

  • Thomas, M. H. (1982). Physiological arousal, exposure to a relatively lengthy aggressive film, and aggressive behaviour. Journal of Research in Personality, 16, 72–81.

    Article  Google Scholar 

  • Thomas, M. H., & Drabman, R. S. (1975). Toleration of real life aggression as a function of exposure to televised violence and age of subject. Merrill-Palmer Quarterly, 21, 227–232.

    Google Scholar 

  • Thomas, M. H., Horton, R. W., Lippincott, E. C., & Drabman, R. C. (1977). Desensitization to portrayals of real-life aggression as a function of exposure to television violence. Journal of Personality and Social Psychology, 35, 450–458.

    Article  Google Scholar 

  • Tversky, A., & Kahneman, D. (1973). Availability: A heuristic for judging frequency and probability. Cognitive Psychology, 5, 207–232.

    Article  Google Scholar 

  • Tversky, A., & Kahneman, D. (1974). Judgment under certainty: Heuristics and biases. Science, 185, 1124–1131.

    Article  Google Scholar 

  • Uhlman, E., & Swanson, J. (2004). Exposure to violent video games increases automatic aggressiveness. Journal of Adolescence, 27(1), 41–52.

    Google Scholar 

  • Unsworth, G., & Ward, T. (2001). Video games and aggressive behaviour. Australian Psychologist, 36, 184–192.

    Article  Google Scholar 

  • Walters, R. H., & Thomas, E. L. (1963). Enhancement of punitiveness by visual and audiovisual displays. Canadian Journal of Psychology, 17, 244–255.

    Article  Google Scholar 

  • Walters, R. H., Thomas, E. L., & Acker, C. W. (1962). Enhancement of punitive behaviour by audiovisual displays. Science, 136, 872–873.

    Article  Google Scholar 

  • Winkel, M., Novak, D. M., & Hopson, M. (1987). Personality factors, subject gender and the effects of aggressive video games in adolescents. Journal of Research in Personality, 21, 211–223.

    Article  Google Scholar 

  • Wober, M., & Gunter, B. (1988). Television and social control. Aldershot, England: Avebury.

    Google Scholar 

  • Zillmann, D. (1983). Arousal and aggression. In R. Geen & E. Donnerstein (Eds.), Aggression: Theoretical and empirical reviews (Vol. 1, pp. 75–102). New York: Academic Press.

    Google Scholar 

  • Zillmann, D., Bryant, J., Comisky, P. W., & Medoff, N. J. (1981). Excitation and hedonic valence in the effect of erotica motivated internal aggression. European Journal of Social Psychology, 11, 233–252.

    Article  Google Scholar 

  • Zillmann, D. (1988). Cognition-excitation interdependence in aggressive behavior. Aggressive Behavior, 14, 51–64.

    Google Scholar 

Download references

Author information

Authors and Affiliations

Authors

Corresponding author

Correspondence to Barrie Gunter .

Copyright information

© 2016 The Editor(s) (if applicable) and The Author(s)

About this chapter

Cite this chapter

Gunter, B. (2016). What Are the Effects That Cause Concern?. In: Does Playing Video Games Make Players More Violent?. Palgrave Macmillan, London. https://doi.org/10.1057/978-1-137-57985-0_3

Download citation

Publish with us

Policies and ethics