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      Twenty-Five Years of Research on Violence in Digital Games and Aggression : Empirical Evidence, Perspectives, and a Debate Gone Astray

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          Abstract

          Violence in digital games has been a source of controversy in the scientific community and general public. Over two decades of research have examined this issue. However, much of this research has been undercut by methodological limitations and ideological statements that go beyond what scientific evidence could support. We review 25 years of experimental, cross-sectional, longitudinal, and meta-analytical research in this field. Empirical evidence regarding the impact of violent digital games on player aggression is, at best, mixed and cannot support unambiguous claims that such games are harmful or represent a public health crisis. Rather, indulgence in such claims risked damage to the credibility of games effects research, credibility which can only be restored through better empirical research and more conservative and careful statements by scholars. We encourage the field to engage in a responsible dialog and constructive debate that could continue to be enriching and invigorating.

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          Most cited references94

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          Aggressive behavior and physiological arousal as a function of provocation and the tendency to inhibit aggression.

          S P Taylor (1967)
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            The influence of media violence on youth

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              Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life.

              Two studies examined violent video game effects on aggression-related variables. Study 1 found that real-life violent video game play was positively related to aggressive behavior and delinquency. The relation was stronger for individuals who are characteristically aggressive and for men. Academic achievement was negatively related to overall amount of time spent playing video games. In Study 2, laboratory exposure to a graphically violent video game increased aggressive thoughts and behavior. In both studies, men had a more hostile view of the world than did women. The results from both studies are consistent with the General Affective Aggression Model, which predicts that exposure to violent video games will increase aggressive behavior in both the short term (e.g., laboratory aggression) and the long term (e.g., delinquency).
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                Author and article information

                Journal
                epp
                European Psychologist
                Hogrefe Publishing
                1016-9040
                1878-531X
                December 2013
                2014
                : 19
                : 1
                : 33-46
                Affiliations
                [ 1 ] Department of Communication, University of Münster, Germany
                [ 2 ] Department of Psychology, Stetson University, DeLand, FL, USA
                Author notes
                Malte Elson, Department of Communication, University of Münster, Bispinghof 9–14, 48143 Münster, Germany, +49 251 83-21263, +49 251 83-21310, malte.elson@ 123456uni-muenster.de
                Article
                epp_19_1_33
                10.1027/1016-9040/a000147
                d5bc00f5-74ef-4318-adc4-70b6fcd666b6
                Copyright @ 2013
                History
                : August 8, 2012
                : February 14, 2013
                Categories
                Original Articles and Reviews

                Psychology,General behavioral science
                violence,digital games,mass media,aggression
                Psychology, General behavioral science
                violence, digital games, mass media, aggression

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