2002
DOI: 10.1002/ab.90015
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Aggression and psychopathology in adolescents with a preference for violent electronic games

Abstract: Associations between a preference for violent electronic games and adolescents' self-perceptions of problem behaviors and emotions were examined. It was predicted that a preference for violent games would be associated with negative externalizing characteristics, in particular aggressive emotions and behaviors, on the Youth Self-Report (YSR), a standardized self-report measure of adolescent problem behaviors. Thirty-two 11-through 15-year-olds (17 girls) listed and categorized favorite electronic games into on… Show more

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Cited by 51 publications
(33 citation statements)
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“…One similar study of aggression and videogames expressed bewilderment at its "failure to find the expected relationships between a preference for violent games and aggressive, externalizing behaviors" (Funk et al, 2002). These researchers were somewhat baffled by their inability to find any causal link between game play and violence, leading to a number of interesting hypotheses about why they failed to find a correlation between videogames and aggression.…”
Section: Psychological Models Of Meaning-makingmentioning
confidence: 99%
“…One similar study of aggression and videogames expressed bewilderment at its "failure to find the expected relationships between a preference for violent games and aggressive, externalizing behaviors" (Funk et al, 2002). These researchers were somewhat baffled by their inability to find any causal link between game play and violence, leading to a number of interesting hypotheses about why they failed to find a correlation between videogames and aggression.…”
Section: Psychological Models Of Meaning-makingmentioning
confidence: 99%
“…A relative risk model is useful in understanding this caveat. [6] With few risk factors for desensitization, and some protective factors such as optimal parenting and safe neighborhoods, exposure to violent video games may have no obvious negative effects on a particular child. With additional risk factors such as poor parenting and poverty, the negative effects may be subtle, such as having lower empathy for victims, or more positive attitudes about the use of violence, reflecting the onset of desensitization to violence.…”
Section: The Process Of Desensitization To Violencementioning
confidence: 99%
“…[26] Fifty-two sixth graders were surveyed to examine relationships between a preference for violent video games, attitudes towards violence, and empathy. [27] Children listed up to three favorite games and categorized the games using previously established categories and definitions [see Table 1]. [28] It was anticipated that a stronger preference for violent games would be associated with lower empathy and stronger proviolence attitudes.…”
Section: Violent Video Games and Desensitizationmentioning
confidence: 99%
See 1 more Smart Citation
“…The first game that was considered to be controversial, Death Race, was published as an arcade game by Exidy in 1976 (Gonzalez, 2004). Computer and video games, and their possible effects on players, have been studied in many fields of scientific literature, with areas of focus including whether games with violent content increase aggression or violence (Anderson & Ford, 1986;Cooper & Mackie, 1986;Funk et al, 2002;Gentile, Lynch, Linder, & Walsh, 2004;Sherry, 2001); whether these games lead to desensitization (Funk, Baldacci, Pasold, & Baumgardner, 2004), real aggression, or violence; the physiological responses to playing computer and video games (van Reekum et al, 2004); addiction (Phillips, Rolls, Rouse, & Griffiths, 1995;Salguero & Moran, 2002); and the use and efficacy of computer and video game ratings (Haninger & Thompson, 2004).…”
Section: Introductionmentioning
confidence: 99%