2010
DOI: 10.1037/a0018941
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Blazing Angels or Resident Evil? Can Violent Video Games be a Force for Good?

Abstract: Violent video games have been a source of controversy in the United States and elsewhere for several decades. Considerable concern has been raised in the public and scientific communities about the alleged deleterious effects of violent games. These concerns may coincide with periodic moral panics about media's influence, particularly on youth. This paper argues that the negative effects of violent games have been exaggerated by some elements of the scientific community, fitting with past cycles of media-focus… Show more

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Cited by 176 publications
(151 citation statements)
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References 110 publications
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“…Similarly, editors and reviewers may have had a tendency to publish evaluations of video games for health that show positive results and not publish studies with negative or inconclusive results. This bias should be kept in mind, although it may be less of a concern with video game studies given that there is a strong interest in general to focus on the negative effects of video games on outcomes (Ferguson, 2007(Ferguson, , 2010.…”
Section: Discussionmentioning
confidence: 99%
“…Similarly, editors and reviewers may have had a tendency to publish evaluations of video games for health that show positive results and not publish studies with negative or inconclusive results. This bias should be kept in mind, although it may be less of a concern with video game studies given that there is a strong interest in general to focus on the negative effects of video games on outcomes (Ferguson, 2007(Ferguson, , 2010.…”
Section: Discussionmentioning
confidence: 99%
“…Bien que des commissions d'enquête du Congrès américain aient souvent accusé les jeux vidéo d'être en partie responsables des débordements violents chez les jeunes (Cumberbatch, 2008 ;Ferguson, 2010), la littérature récente semble unanimement démontrer l'absence de liens entre les jeux vidéo et l'augmentation de la violence (Lafrance, 2006 ;Lee et Peng, 2006 ;Ferguson 2010 ;. On pourrait penser que l'armée trouverait des béné-fices dans le fait d'avoir des recrues conditionnées à être plus violentes ou agressives -puisqu'elles sont appelées à utiliser la violence sur le champ de bataille -, mais ces émotions sont difficilement contrôlables et peuvent court-circuiter l'écoute, le bon sens et la logique.…”
Section: Effets Psychologiquesunclassified
“…Depuis, plusieurs études ont rapporté comment l'utilisation des jeux vidéo, et pas seulement les jeux FPS, produit des effets physiologiques concrets : effets cognitifs, repérage dans l'espace, mémoire biologique (Ferguson, 2010), décrits comme une « littérature du jeu » (Kirriemuir et McFarlane, 2004 ;Aldrich, 2005 ;Shaffer, 2007).…”
Section: Effets Physiologiquesunclassified
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“…While acknowledging the potential for some gamers to engage in pathological use, most researchers argue in favour of creating an official diagnosis for pathological gaming (e.g., Block, 2008;Desai et al, 2010;Griffiths, 2008;Van Rooij et al, 2010). However, others disagree and advise caution about the potential for exaggeration of a real but uncommon problem (Barnett and Coulson, 2010;Ferguson, 2010;Olson, 2010;Wood, 2008). As well as the divergence of opinions in the scholarly community, there is 3 insufficient evidence to reach any definitive conclusions or an operational definition of pathological gaming, its diagnosis criteria and prevalence (King, Delfabbro, & Griffiths, 2010).…”
mentioning
confidence: 99%