Violent Video Game

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A Violent Video Game is a video game that contains violent acts.



References

2016

  • (Bean & Groth-Marnat, 2016) ⇒ Anthony Bean, and Gary Groth-Marnat. (2016). “Video Gamers and Personality: A Five-factor Model to Understand Game Playing Style.” In: Psychology of Popular Media Culture, 5(1).
    • QUOTE: .. Scholars have studied the relationship between gaming and violent behavior, poor social skills, lower grades and achievement in school, and interpersonal relationships. Some scholars have concluded that the more gamers identified with violence-inducing avatars, the more they were prone to aggressive characteristics shortly after playing (Anderson, 2000; Anderson & Bushman, 2001; Anderson & Dill, 2000; Arriaga et al., 2006; Dill & Dill, 1998; Markey & Markey, 2010; Seung-A, 2011). In particular, Markey and Markey (2010) discovered high neuroticism, low agreeableness, and low conscientiousness predicted higher aggressiveness after playing violent video games. In contrast, individuals who did not portray these traits were not found to have higher aggressiveness after playing violent video games. Video game research and violence culminated in a Supreme Court decision in 2011 during the Brown versus EMA case concerning the sale of violent video games to minors without parental supervision. The Brown versus EMA case struck down the California law banning the sale of violent video games (Brown vs. EMA, 2011; Narcisse, 2011). ...

1998

  • (Dill & Dill, 1998) ⇒ K.E. Dill, and J.C. Dill. (1998). “Video game violence: A review of the empirical literature." Aggression and Violent Behavior, 3. doi:10.1016/S1359-1789(97)00001-3
    • ABSTRACT: The popularity of video games, especially violent video games, has reached phenomenal proportions. The theoretical line of reasoning that hypothesizes a causal relationship between violent video-game play and aggression draws on the very large literature on media violence effects. Additionally, there are theoretical reasons to believe that video game effects should be stronger than movie or television violence effects. This paper outlines what is known about the relationship between violent video-game playing and aggression. The available literature on virtual reality effects on aggression is discussed as well. The preponderance of the evidence from the existing literature suggests that exposure to video-game violence increases aggressive behavior and other aggression-related phenomena. However, the paucity of empirical data, coupled with a variety of methodological problems and inconsistencies in these data, clearly demonstrate the need for additional research.