2017
DOI: 10.1089/cyber.2017.0364
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For Video Games, Bad News Is Good News: News Reporting of Violent Video Game Studies

Abstract: News coverage of video game violence studies has been critiqued for focusing mainly on studies supporting negative effects and failing to report studies that did not find evidence for such effects. These concerns were tested in a sample of 68 published studies using child and adolescent samples. Contrary to our hypotheses, study effect size was not a predictor of either newspaper coverage or publication in journals with a high-impact factor. However, a relationship between poorer study quality and newspaper co… Show more

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Cited by 10 publications
(15 citation statements)
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“…Playing video games may have positive effects (Granic, Lobel, & Engels, 2014 ; Halbrook, O’Donnell & Msetfi, 2019 ), especially on cognitive performance, such as selective attention (Green & Bavelier, 2003 ). However, the main concerns of the public debate are focused on the effects of violent video games on young players’ well‐being (Lobel, Engels, Stone, Burk, & Granic, 2017 ) and possible aggressive behavior (Copenhaver, Mitrofan, & Ferguson, 2017 ). This is in line with the General Aggression Model (Allen, Anderson, & Bushman, 2018 ; Anderson & Bushman, 2002 ), which states that repeated violent video game exposure would result in aggressive behavior.…”
mentioning
confidence: 99%
“…Playing video games may have positive effects (Granic, Lobel, & Engels, 2014 ; Halbrook, O’Donnell & Msetfi, 2019 ), especially on cognitive performance, such as selective attention (Green & Bavelier, 2003 ). However, the main concerns of the public debate are focused on the effects of violent video games on young players’ well‐being (Lobel, Engels, Stone, Burk, & Granic, 2017 ) and possible aggressive behavior (Copenhaver, Mitrofan, & Ferguson, 2017 ). This is in line with the General Aggression Model (Allen, Anderson, & Bushman, 2018 ; Anderson & Bushman, 2002 ), which states that repeated violent video game exposure would result in aggressive behavior.…”
mentioning
confidence: 99%
“…Prommer, Linke & Furtwängler, 2019) and violent content (c.f. Copenhaver, Mitrofan, & Ferguson, 2017). Based on the outlined importance of the German public broadcasters (Aigner, Handrich, Mattes, &Pave, 2017), an exploratory content analysis was established to broaden the field for future in-depth analyses.…”
Section: Discussionmentioning
confidence: 99%
“…There are several possible explanations for this finding. First, as Copenhaver, Mitrofan & Ferguson (2017) point out, the likelihood of a study on video game exposure being cited in the news is higher if negative effects of violence were found. This may foster a general tendency to reference violent content in general.…”
Section: Discussionmentioning
confidence: 99%
“…However, the nature of children's engagement with video games in addition to traditional play with toys is largely unexplored. This is particularly important given the negative representation of video games in the news coverage (Copenhaver, Mitrofan, & Ferguson, 2017 ) that may have impeded investigations about positive aspects of video gaming (Bormann & Greitemeyer, 2015 ). During traditional play, children often use internal state language (ISL) to refer to the thoughts, feelings, and desires of themselves and others, which provides an insight into their appreciation of people's internal worlds of themselves and of others (Carpendale & Lewis, 2015 ).…”
Section: Introductionmentioning
confidence: 99%