2002
DOI: 10.1177/088626002237400
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The Effects of Extremely Violent Comic Books on Social Information Processing

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Cited by 31 publications
(28 citation statements)
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References 27 publications
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“…The results of this study are consistent with earlier research finding relationships between exposure to violent media and aggressive biases in social information processing [Anderson and Bushman, 2002;Anderson and Dill, 2000;Bushman and Geen, 1990;Huesmann et al, 2003;Kirsh, 1998;Kirsh and Olczak, 2002;Kirsh et al, 2005;Lynch et al, 2001]. In addition, our results are consistent with Bushman's [1998] contention that exposure to violent media primes an individual's aggressive network and that, in turn, such networks influence the processing and interpretation of social information.…”
Section: Discussionsupporting
confidence: 95%
“…The results of this study are consistent with earlier research finding relationships between exposure to violent media and aggressive biases in social information processing [Anderson and Bushman, 2002;Anderson and Dill, 2000;Bushman and Geen, 1990;Huesmann et al, 2003;Kirsh, 1998;Kirsh and Olczak, 2002;Kirsh et al, 2005;Lynch et al, 2001]. In addition, our results are consistent with Bushman's [1998] contention that exposure to violent media primes an individual's aggressive network and that, in turn, such networks influence the processing and interpretation of social information.…”
Section: Discussionsupporting
confidence: 95%
“…The results of this study are consistent with earlier work finding relations between exposure to violent media and aggressive biases in social information processing (Anderson & Dill, 2000;Bushman & Geen, 1990;Kirsh, 1998;Kirsh & Olczak, 2002;Lynch et al, 2001). For instance, Bushman (1998) found that playing violent video games resulted in faster RT when identifying strings of letters as words or nonwords in a lexical decision task.…”
Section: Discussionsupporting
confidence: 92%
“…This reduction of the happy-face advantage in the high violent media consumption group suggests an increased negative processing bias in the recognition of emotional expressions . Thus, the results of the current study are consistent with earlier work finding relationships between exposure to violent media and aggressive biases in social information processing (Anderson & Dill, 2000;Bushman & Geen, 1990;Kirsh, 1998;Kirsh & Olczak, 2002;Kirsh et al, 2005;Lynch, Gentile, Olson, & van Brederode, 2001). For instance, Bushman (1998) found that playing violent video games resulted in faster RT when identifying strings of letters as aggressive words or nonwords in a lexical decision task.…”
Section: Discussionsupporting
confidence: 91%
“…Additional research on social information processing has found that playing violent video games (Kirsh, 1998) and reading violent comic books (Kirsh & Olczak, 2002) increases the likelihood of inferring hostile intent to the actions of another, even though the intent of that individual is unclear. Taken together, these findings suggest violent media produces attentional biases that affect ambiguous and unambiguous processing of information.…”
Section: Discussionmentioning
confidence: 99%