Research review articles and meta analysis

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Databank C: Research review articles and meta analysis regarding reseach on the effects of computer and video games
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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
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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.
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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.
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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.
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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).
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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.
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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.
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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.
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