Literature DB >> 24256132

Who believes electronic games cause real world aggression?

Andrew K Przybylski1.   

Abstract

Electronic games have rapidly become a popular form of human recreation, and the immersive experiences they provide millions have led many to voice concerns that some games, and violent ones in particular, may negatively impact society. Increasingly heated debates make it clear that gaming-related aggression is a topic that elicits strong opinions. Despite a complex and growing literature concerned with violent games, little is known empirically about why some ardently believe, whereas others dismiss, notions that this form of leisure is a source of aggression. The present research recruited three nationally representative samples to investigate this understudied topic. Results showed that belief was normally distributed across the population, prominent among demographic cohorts who did not grow up with games and those who lack concrete gaming experience. Results are discussed in the context of this developing research area, wider social science perspectives, and the place of electronic games in society.

Entities:  

Mesh:

Year:  2013        PMID: 24256132     DOI: 10.1089/cyber.2013.0245

Source DB:  PubMed          Journal:  Cyberpsychol Behav Soc Netw        ISSN: 2152-2715


  7 in total

1.  Aggression in children with behavioural/emotional difficulties: seeing aggression on television and video games.

Authors:  Oana Mitrofan; Moli Paul; Scott Weich; Nicholas Spencer
Journal:  BMC Psychiatry       Date:  2014-11-18       Impact factor: 3.630

2.  Social identity threat motivates science-discrediting online comments.

Authors:  Peter Nauroth; Mario Gollwitzer; Jens Bender; Tobias Rothmund
Journal:  PLoS One       Date:  2015-02-03       Impact factor: 3.240

3.  Possible Biases of Researchers' Attitudes Toward Video Games: Publication Trends Analysis of the Medical Literature (1980-2013).

Authors:  Aviv Segev; Mitchell Rovner; David Ian Appel; Aaron W Abrams; Michal Rotem; Yuval Bloch
Journal:  J Med Internet Res       Date:  2016-07-18       Impact factor: 5.428

4.  Video Gaming and Children's Psychosocial Wellbeing: A Longitudinal Study.

Authors:  Adam Lobel; Rutger C M E Engels; Lisanne L Stone; William J Burk; Isabela Granic
Journal:  J Youth Adolesc       Date:  2017-02-21

5.  Infamous Gaming: The Intergroup Bias of Non-gamers in the Chinese Marriage Market.

Authors:  Shuguang Zhao; Wenjian Zhang
Journal:  Front Psychol       Date:  2022-02-07

6.  How we see electronic games.

Authors:  Andrew K Przybylski; Netta Weinstein
Journal:  PeerJ       Date:  2016-04-11       Impact factor: 2.984

7.  The Future of Action Video Games in Psychological Research and Application.

Authors:  Harun Karimpur; Kai Hamburger
Journal:  Front Psychol       Date:  2015-11-18
  7 in total

北京卡尤迪生物科技股份有限公司 © 2022-2023.