2005
DOI: 10.1207/s1532785xmep0703_1
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Violent Video Games Induce an Affect Processing Bias

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Cited by 85 publications
(46 citation statements)
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References 34 publications
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“…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%
See 1 more Smart Citation
“…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%
“…The results of Kirsh et al (2005) are intriguing and provide further evidence of biased cognitive processes associated with exposure to violent media. This processing bias made threatening information (the threat words) more salient and, therefore, more difficult from which to withdraw attentional resources.…”
mentioning
confidence: 93%
“…Those studies that investigated the moderating role of personality and gender on the effects of playing violent games showed mixed results. [9][10][11][12] Another noticeable element is the feature of interactivity distinguishing the violence in computer and videogames from violence in traditional media. Unlike the exposure to violent content in television programs and films, the same game can present different content to different players on the basis of how the players choose to play.…”
Section: Introduction Nmentioning
confidence: 99%
“…Previous research has shown that exposure to violent video games biases interpretations of emotional stimuli (Kirsh, Olczak, & Mounts, 2005;Kirsh & Mounts, 2007). The current study advances this literature by showing how playing a violent video game might affect neural activity associated with facial expression recognition.…”
Section: Discussionmentioning
confidence: 53%