Databank C: Research review articles and meta analysis regarding reseach on the effects of computer and video games _______________________________________________________________________________________________________________________________ Databank C: Research review articles and meta analysis regarding research on the effects of computer and video games contains abstracts of 9 review articles 3 meta analysis (Anderson 2004 update; Anderson 2001; Sherry 2001) 1 Databank C: Research review articles and meta analysis regarding reseach on the effects of computer and video games _______________________________________________________________________________________________________________________________ No Author(s) C01 Anderson Year Source 2004 Journal of Adolescence, 27 (2004) 113-122 C02 Kirsh 2003 Aggression and Violent Behaviour, 2003 Jul-Aug; Vol 8(4): 377-389 C03 Michaelis 2003 www.philso.uni-augsburg.de/ lehrstuehle/Psychologie2/ Start_Michaelis.html review article The effects of violent onscreen games [German title: Die Auswirkungen gewalthaltiger Bildschirmspiele] C04 Bensley, Van Eenwyk 2001 Journal of Adolescent Health, 2001 Oct; Vol 29(4): 244-257 review article Video games and real-life aggression: Review of the literature C05 Sherry 2001 Human Communication Research, Vol 27 No 3, July 2001, 409-431 metaThe effects of violent video games on aggression: a analysis meta analysis C06 Anderson, Bushman 2001 Psychological Science, 2001 Sep; Vol 12(5): 353-359 metaEffects of violent video games on aggressive analysis Behaviour, aggressive cognition, aggressive affect, physiological arousal, and pro-social Behaviour: A meta -analytic review of the scientific literature metaanalysis (update of 2001) review article Title An update on the effects of playing violent video games The effects of violent video games on adolescents: The overlooked influence of development 2 Databank C: Research review articles and meta analysis regarding reseach on the effects of computer and video games _______________________________________________________________________________________________________________________________ C07 Subrahmanyam, Greenfield, Kraut, Gross C08 Griffiths 2001 Journal of Applied Developmental Psychology, Vol 22 (1): 7-30 review article The impact of computer use on children's and adolescents' development. 1999 Aggression and Violent Behaviour, 1999 Sum; Vol 4(2): 203-212 review article Violent video games and aggression: A review of the literature C09 Dill, Dill 1998 Aggression and Violent Behaviour, 1998; 3 (4); 407-428 review article Video game violence: a review of the empirical literature C10 Griffiths 1997 Educational and Child Psychology, 1997; Vol 14(3): 25-37 review article Friendship and social development in children and adolescents: The impact of electronic technology C11 Emes 1997 Canadian Journal of Psychiatry, 42, 409-414 review article Is Mr. Pac Man eating our children? A review of the effect of video games on children C12 Sacher 1993 Zeitschrift für Pädagogik, 39, 313-333 review article Do video- and computer games pose a risk to children and adolescents? Discussion of risks in terms of international research findings. [German title: Jugendgefährdung durch Video- und Computerspiele? Diskussion der Risiken im Horizont internationaler Forschungsergebnisse] 3 Databank C: Research review articles and meta analysis regarding reseach on the effects of computer and video games _______________________________________________________________________________________________________________________________ C 01 Sort of study: Meta-analysis (update of 2001) Author(s): Anderson, C. University: Department of Psychology, Iowa State University, USA Source: Journal of Adolescence 27 (2004); 113-122 Title: An update on the effects of playing violent video games Abstract: Briefly surveys existing research into the effects of violent video game usage. The author uses an updated meta analysis to contend that there is a significant relationship between usage of violent video game and increase of aggressive Behaviour, aggressive cognition, aggressive affect, and cardiovascular arousal, as well as decreased helping Behaviour. The relationship is a causal one as experimental studies reveal while correlation studies indicate a link to serious, real-world types of aggression. The effect sizes varied with methodologically strength of the studies: Small effect sizes were gained in methodologically weaker studies, bigger ones in methodologically stronger studies, suggesting that previous meta-analytic studies of violent video games underestimated the real extent of the effects that they have on the person playing them. 4 Databank C: Research review articles and meta analysis regarding reseach on the effects of computer and video games _______________________________________________________________________________________________________________________________ C 02 Sort of study: Literature Review Author(s): Kirsh, S. J. University: SUNY, Dept of Psychology, Geneseo, NY, US, kirsh@geneseo.edu Source: Aggression and Violent Behaviour. 2003 Jul-Aug; Vol 8(4): 377-389, Title: The effects of violent video games on adolescents: The overlooked influence of development Abstract: Points to the General Aggression Model (GAM) used by C. A. Anderson and B. J. Bushman [Annu. Rev. Psychol. 53 (2002) 27.] to explain mechanisms at work within the relationship that, research suggests, exists between violent video games and aggressive Behaviour. Suggesting that this has not yet been investigated, the author looks at the influence of violent video games as a function of development changes within adolescence and attempts to integrate the General Aggression Model (GAM) with development changes that take place throughout adolescence. 5 Databank C: Research review articles and meta analysis regarding reseach on the effects of computer and video games _______________________________________________________________________________________________________________________________ C 03 Sort of study: Literature Review Author(s): Michaelis, W. University: Faculty of Philosophy and Social Sciences, University of Augsburg, Germany Source: www.philso.uni-augsburg.de/lehrstuehle/Psychologie2/Start_Michaelis.html (August 2003) Title: Effects of violent computer games, the status of research and how it is to be understood Abstract: This review points out that data on the long term effects of violent video game usage do not exist. Moreover the author suggests that of 68 empirical studies on the short term effects of violent video game usage, the great majority fail to identify a link between violent computer games and aggression. Indeed while two meta-analyses, the author contends, do point to a relationship of limited significance, this is completely eroded when other factors are taken into consideration. Nevertheless, the author says, a research group around Craig Anderson, particularly active in politics and research, portrays this in the media as clear evidence of the damaging effects of violent computer games. Yet, the author maintains, current research findings are of almost no value due to serious methodological weaknesses. The prevailing positions that violent computer games have either no or strong effects can be put down to the following the author says: 1. “Some individuals become more aggressive under certain conditions by the influence of particular types of violent computer games”. 2. “Attention is focused on violent computer games and therefore research fails to consider other factors. There are other factors that have a stronger effect on aggressive behaviour than violent computer games. 6 Databank C: Research review articles and meta analysis regarding reseach on the effects of computer and video games _______________________________________________________________________________________________________________________________ C 04 Sort of study: Literature Review Author(s): Bensley, L.; Van Eenwyk, J. University: Washington State Dept of Health, Office of Epidemiology, Olympia, WA, US Lillian.Bensley@doh.wa.gov Source: Journal of Adolescent Health. 2001 Oct; Vol 29(4): 244-257 Title: Video games and real-life aggression: Review of the literature Abstract: The scientific literature between 1984 – 2000 is reviewed to clarify whether public health concerns about violent video games (VGs) contributing to real-life aggression are supported by evidence. Four features were identified in order to summarize research findings, the authors identified 4 features for each study: (1) study design, (2) ages of Ss, (3) a VG variable, and (4) the type(s) of measures of aggression used. The authors identified nine studies for younger children of preschool and elementary school age; 10 studies worked with middle and high school students. Older adolescents (college students) and young adults were the participants in 10 studies. According to the authors the literature suggests playing an aggressive VG caused increased aggression or aggressive play during free-play immediately after the VG in 3 of 4 studies among young children aged 4-8 yr old. It did not allow them to determine whether VG violence affects aggressive Behaviour in adolescents however and, likewise, they were unable to find consistent evidence that VG play affects aggression or hostility in college students and young adults. But one recent study of college students, say the authors, showed increased aggression in a laboratory task after violent VG play (C. A. Anderson and K. E. Dill, 2000). The authors were unable to find evidence that gender differences play a role in the ability of violent VGs to cause subsequent aggression. 7 Databank C: Research review articles and meta analysis regarding reseach on the effects of computer and video games _______________________________________________________________________________________________________________________________ C 05 Sort of study: Meta-Analysis Author(s): Sherry, J. L. University: Department of Communication, Purdue University, West Lafayette, IN, USA Source: Human Communication Research, Vol 27 No 3, July 2001, 409-431 Title: The effects of violent video games on aggression: A meta-analysis Abstract: This study addresses concerns about violent video game content, cumulating findings from existing empirical research on the effects of violent video games in order to gauge overall effect size and discern important trends and moderating variables. The results, says the author, indicate that the effects of television violence on aggression are greater than those of video game violence on aggression. This, contends the author, is positively associated with the type of game violence users are exposed to and negatively related to the amount of time users spent playing games. The author outlines directions for future programmatic research on video games. 8 Databank C: Research review articles and meta analysis regarding reseach on the effects of computer and video games _______________________________________________________________________________________________________________________________ C 06 Sort of study: Meta-Analysis Author(s): Anderson, C.; Bushman, B. J. University: Iowa State U, Dept of Psychology, Ames, IA, US Source: Psychological Science. 2001 Sep; Vol 12(5): 353-359 Title: Effects of violent video games on aggressive Behaviour, aggressive cognition, aggressive affect, physiological arousal, and prosocial Behaviour: A meta -analytic review of the scientific literature. Abstract: In this study the authors examine the role that violent video games have on aggressive Behaviour and point out that research on television and movie violence suggests that playing violent video games increases aggressive Behaviour. The study incorporates a literature search of PsychINFO for all entries up to the year 2000 and provides a meta-analytic review of the videogame research literature which, the authors suggest, shows that aggressive Behaviour in children and young adults is increased by violent video games. This, they contend, is supported by experimental and non-experimental studies conducted with males and females in both laboratory and field settings. Likewise, they suggest, that analyses reveal that physiological arousal and aggressionrelated thoughts and feelings are increased by playing violent video games whilst prosocial Behaviour is decreased by it. 9 Databank C: Research review articles and meta analysis regarding reseach on the effects of computer and video games _______________________________________________________________________________________________________________________________ C 07 Sort of study: Literature Review Author(s): Subrahmanyam, K.; Greenfield, P.; Kraut, R.; Gross, E. University: California State University, Child and Family Studies, Los Angeles, CA, US Source: Journal of Applied Developmental Psychology. 2001; Vol 22(1): 7-30 Title: The impact of computer use on children's and adolescents' development. Abstract: This paper reviews research on the impact of computer use on the development of children and adolescents. The authors provide data on the amount of time spent using computers and discuss factors, such as age, gender, and ethnicity, which impact on this as well as the activities undertaken on computers. Likewise the authors review research on computer usage’s impact on cognitive skill and academic development, social development and relationships, and perceptions of reality and violent Behaviour. Data from the HomeNet study is used to focus on the special role the Internet plays in the lives of adolescents. Finally the paper outlines recommendations for future study. 10 Databank C: Research review articles and meta analysis regarding reseach on the effects of computer and video games _______________________________________________________________________________________________________________________________ C 08 Sort of study: Literature Review Author(s): Griffiths, M. University: Nottingham Trent University, Psychology Division, Nottingham, England Source: Aggression and Violent Behaviour. 1999 Sum; Vol 4 (2): 203-212 Title: Violent video games and aggression: A review of the literature Abstract: In this review the author points to the widely contented thesis that aggressive elements within many video games have an detrimental effect on video game users. The author contents however that despite ongoing controversy research has not been particularly systematic and, after reviewing empirical studies, including research methodologies such as the observation of free play, self-report methods, and experimental studies, suggests that methodological problems exist in all the published studies on video game violence and that they only include possible short-term measures of aggressive consequences. Likewise the author suggests that while one consistent finding can be identified — that the study of very young children, as opposed to those in their teens upwards, tends to show that they become more aggressive after either playing or watching a violent video game — this is reliant on the use of a single research methodology (i.e., observation of children's free play). 11 Databank C: Research review articles and meta analysis regarding reseach on the effects of computer and video games _______________________________________________________________________________________________________________________________ C 09 Sort of study: Literature Review Author(s): Dill, K.E.; Dill, J.C. University: Lenoir Rhyne College, Dept of Psychology, Hickory, NC, US Source: Aggression and Violent Behaviour. 1998 Win; Vol 3(4): 407-428 Title: Video game violence: A review of the empirical literature Abstract: This review lays out what is know about playing violent video games and aggression. The author suggests that while a preponderance of literature points to a causal relationship between violent video game play and aggression and that for theoretical reasons the impact of video game effects on aggression should be stronger than that of movie or television violence, the paucity of empirical data, coupled with a variety of methodological problems and inconsistencies in these data, clearly demonstrate the need for additional research. 12 Databank C: Research review articles and meta analysis regarding reseach on the effects of computer and video games _______________________________________________________________________________________________________________________________ C 10 Sort of study: Literature review Author(s): Griffiths, M. University: Nottingham Trent University, Psychology Div, Nottingham, England Source: Educational and Child Psychology. 1997; Vol 14(3): 25-37 Title: Friendship and social development in children and adolescents: The impact of electronic technology Abstract: This reviews relevant literature in order to examine the impact interactive electronic technology and ‘electronic freindship’ on children and adolescents address. Likewise the author looks at issues such as ‘can children use machines as "electronic friends?" What effect does interactive technology have on friendship and social development? What are the implications of children being able to access the Internet?’ 13 Databank C: Research review articles and meta analysis regarding reseach on the effects of computer and video games _______________________________________________________________________________________________________________________________ C 11 Sort of study: Literature Review Author(s): Emes, C. E. University: Mc Gill University, Montreal, PQ, Canada Source: Canadian Journal of Psychiatry, 42, 409-414 Title: Is Mr. Pac Man eating our children? A review of effect of violent of video games on children Abstract: Provides a review of English-language literature in MEDLINE and PsychInfo from 1966 to 1996 on the effects of video game play on children’s’ well-being in. According to the author findings indicate that there is an association between playing video games and a variety of physical effects including increased metabolic and heart rate, seizures, and tendonitis. Likewise, contends the author, video game play can, especially among younger children, result in aggressive Behaviour. The author fails to find evidence for a direct relationship between video game play and psychological pathology or academic performance. Overall findings, the author says, indicate that although video games have some adverse effects they also represent valuable learning tools. 14 Databank C: Research review articles and meta analysis regarding reseach on the effects of computer and video games _______________________________________________________________________________________________________________________________ C12 Sort of study: Literature Review Author(s): Sacher, W. University: Department for Educational studies, University of Augsburg, Germany Source: Zeitschrift für Pädagogik, 39 (1993), 313-333 Title: Do video- and computer games pose a risk to children and adolescents? Discussion of risks in terms of international research findings. [German title: Jugendgefährdung durch Video- und Computerspiele? Diskussion der Risiken im Horizont internationaler Forschungsergebnisse] Abstract: In this review the author draws on new research findings to show that video and computer games are much less favoured by children and adolescents than is generally supposed. The author then analyses the effects of extensive game play, placing a focus on game play situations, structure and content, and on aggressive content in particular. On the whole, contends the author, children and adolescents who participate in extensive game play make up a somewhat inconspicuous group, with the risk of game play developing into a habit only existing up to a certain point. Moreover, contends the author, games involving aggressive content only lead to problems in very young children; otherwise, he says, the dangers thought to accompany game play cannot be sufficiently substantiated by research findings. Nevertheless, he adds, in order to adequately judge games’ risk potential new approaches to media research are required. To facilitate this the author then sketches out some suitable approaches, drawing media-pedagogical consequences from them. 15