Meta-analytic procedures were used to test the effects of violent video games on aggressive behavior,
aggressive cognition, aggressive affect, physiological arousal, empathy/desensitization, and prosocial behavior. Unique features of this meta-analytic review include (a) more restrictive methodological quality inclusion
criteria than in past meta-analyses; (b) cross-cultural comparisons; (c) longitudinal studies for all outcomes
except physiological arousal; (d) conservative statistical controls; (e) multiple moderator analyses; and (f)
sensitivity analyses. Social–cognitive models and cultural differences between Japan and Western countries
were used to generate theory-based predictions. Meta-analyses yielded significant effects for all 6 outcome
variables. The pattern of results for different outcomes and research designs (experimental, cross-sectional,
longitudinal) fit theoretical predictions well. The evidence strongly suggests that exposure to violent video
games is a causal risk factor for increased aggressive behavior, aggressive cognition, and aggressive affect and
for decreased empathy and prosocial behavior. Moderator analyses revealed significant research design
effects, weak evidence of cultural differences in susceptibility and type of measurement effects, and no
evidence of sex differences in susceptibility. Results of various sensitivity analyses revealed these effects to
be robust, with little evidence of selection (publication) bias.
%0 Journal Article
%1 anderson2010violent
%A Anderson, Craig A.
%A Shibuya, Akiko
%A Ihori, Nobuko
%A Swing, Edward L.
%A Bushman, Brad J.
%A Sakamoto, Akira
%A Rothstein, Hannah R.
%A Saleem, Muniba
%D 2010
%I American Psychological Association (PsycARTICLES)
%J Psychological bulletin
%K aggression education effects game games haifa-games-course learning video violence violent
%N 2
%P 151-173
%T Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review
%U http://www.apa.org/pubs/journals/releases/bul-136-2-151.pdf
%V 136
%X Meta-analytic procedures were used to test the effects of violent video games on aggressive behavior,
aggressive cognition, aggressive affect, physiological arousal, empathy/desensitization, and prosocial behavior. Unique features of this meta-analytic review include (a) more restrictive methodological quality inclusion
criteria than in past meta-analyses; (b) cross-cultural comparisons; (c) longitudinal studies for all outcomes
except physiological arousal; (d) conservative statistical controls; (e) multiple moderator analyses; and (f)
sensitivity analyses. Social–cognitive models and cultural differences between Japan and Western countries
were used to generate theory-based predictions. Meta-analyses yielded significant effects for all 6 outcome
variables. The pattern of results for different outcomes and research designs (experimental, cross-sectional,
longitudinal) fit theoretical predictions well. The evidence strongly suggests that exposure to violent video
games is a causal risk factor for increased aggressive behavior, aggressive cognition, and aggressive affect and
for decreased empathy and prosocial behavior. Moderator analyses revealed significant research design
effects, weak evidence of cultural differences in susceptibility and type of measurement effects, and no
evidence of sex differences in susceptibility. Results of various sensitivity analyses revealed these effects to
be robust, with little evidence of selection (publication) bias.
@article{anderson2010violent,
abstract = {Meta-analytic procedures were used to test the effects of violent video games on aggressive behavior,
aggressive cognition, aggressive affect, physiological arousal, empathy/desensitization, and prosocial behavior. Unique features of this meta-analytic review include (a) more restrictive methodological quality inclusion
criteria than in past meta-analyses; (b) cross-cultural comparisons; (c) longitudinal studies for all outcomes
except physiological arousal; (d) conservative statistical controls; (e) multiple moderator analyses; and (f)
sensitivity analyses. Social–cognitive models and cultural differences between Japan and Western countries
were used to generate theory-based predictions. Meta-analyses yielded significant effects for all 6 outcome
variables. The pattern of results for different outcomes and research designs (experimental, cross-sectional,
longitudinal) fit theoretical predictions well. The evidence strongly suggests that exposure to violent video
games is a causal risk factor for increased aggressive behavior, aggressive cognition, and aggressive affect and
for decreased empathy and prosocial behavior. Moderator analyses revealed significant research design
effects, weak evidence of cultural differences in susceptibility and type of measurement effects, and no
evidence of sex differences in susceptibility. Results of various sensitivity analyses revealed these effects to
be robust, with little evidence of selection (publication) bias.},
added-at = {2010-09-21T14:52:26.000+0200},
author = {Anderson, Craig A. and Shibuya, Akiko and Ihori, Nobuko and Swing, Edward L. and Bushman, Brad J. and Sakamoto, Akira and Rothstein, Hannah R. and Saleem, Muniba},
biburl = {https://www.bibsonomy.org/bibtex/21757631c20fe356ee5d34dad5d3f1b49/yish},
interhash = {6e8c7197ab0c2fa48a5b8fed500f4093},
intrahash = {1757631c20fe356ee5d34dad5d3f1b49},
journal = {Psychological bulletin},
keywords = {aggression education effects game games haifa-games-course learning video violence violent},
number = 2,
pages = {151-173},
publisher = {American Psychological Association (PsycARTICLES)},
timestamp = {2010-09-21T14:52:26.000+0200},
title = {Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review},
url = {http://www.apa.org/pubs/journals/releases/bul-136-2-151.pdf},
volume = 136,
year = 2010
}