2008
DOI: 10.1542/peds.2008-1425
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Longitudinal Effects of Violent Video Games on Aggression in Japan and the United States

Abstract: These longitudinal results confirm earlier experimental and cross-sectional studies that had suggested that playing violent video games is a significant risk factor for later physically aggressive behavior and that this violent video game effect on youth generalizes across very different cultures. As a whole, the research strongly suggests reducing the exposure of youth to this risk factor.

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Cited by 233 publications
(168 citation statements)
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References 16 publications
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“…Virtual violence may be defined as any behavior intended to do harm to another video game character, who is motivated to avoid the harm-doing (Anderson et al, 2008;Baron & Richardson, 1994). Shooting virtual characters for example, in first-person shooter video games, provides a typical example of virtual violence.…”
Section: "I Know World Of Warcraft Is Not Real Life I Know the Genevmentioning
confidence: 99%
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“…Virtual violence may be defined as any behavior intended to do harm to another video game character, who is motivated to avoid the harm-doing (Anderson et al, 2008;Baron & Richardson, 1994). Shooting virtual characters for example, in first-person shooter video games, provides a typical example of virtual violence.…”
Section: "I Know World Of Warcraft Is Not Real Life I Know the Genevmentioning
confidence: 99%
“…A number of researchers have considered players' empathy as a potential moderator of the aggressive effects of violent video game play (Bartholow et al, 2005;Konijn, Bijvank, van der Heijden, van Der Molen, & Hoorn, 2008). Anderson et al (2008Anderson et al ( , p. 1071 state that "there is some evidence from television research that a focus on the pain and suffering of the victims of violence may reduce its harmful impact". Based on the present studies, we may speculate that empathetic people feel particularly guilty when engaged in unjustified virtual violence which, in turn, may urge them to cease the immoral action (e.g., stop shooting characters), or to re-consider the situation and take a more critical perspective on the game play.…”
Section: Impact On Existing Lines Of Researchmentioning
confidence: 99%
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“…Indeed, an abundance of studies conducted within Psychology and Communication Sciences suggest that playing violent video games induces short-term aggression (Anderson 2004). In addition, a growing number of longitudinal studies suggest long-term aggressive effects on the user as well Anderson et al, 2008;Hopf et al 2008;Möller and Krahé 2009;Slater et al 2003). In light of these findings, an ethical debate about virtual violence seems to be justified.…”
Section: Is Virtual Violence Morally Problematic Behavior?mentioning
confidence: 99%
“…The same definition is often used to define media violence: "Violent media are those that depict characters intentionally harming other characters who presumably wish to avoid being harmed" (Anderson et al 2008(Anderson et al , p. 1068. For two reasons, Anderson et al's definition may not sufficiently characterize interactive virtual violence, however.…”
Section: Some Problems Of Past Definitions Of Media Violencementioning
confidence: 99%