2014
DOI: 10.1177/1046878115574018
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The Impact of a Video Game on Criminal Thinking

Abstract: Background. Debate regarding the potential repercussions of engaging with videogames that promote violence and crime has been part of public discourse for decades. The present study seeks to add to the debate by investigating some of the unexplored links between pro-criminal videogames and antisocial cognitive processes.

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Cited by 6 publications
(5 citation statements)
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“…Such tasks have been shown to overcome the limitations of direct or self-report measures of empathy (e.g. Kämpfe et al ., 2009 ) and have revealed that violent gaming is associated with increased endorsement of implicit, but not explicit, criminal attitudes following exposure to Grand Theft Auto gameplay ( Shaw et al ., 2014 ).…”
Section: Discussionmentioning
confidence: 99%
“…Such tasks have been shown to overcome the limitations of direct or self-report measures of empathy (e.g. Kämpfe et al ., 2009 ) and have revealed that violent gaming is associated with increased endorsement of implicit, but not explicit, criminal attitudes following exposure to Grand Theft Auto gameplay ( Shaw et al ., 2014 ).…”
Section: Discussionmentioning
confidence: 99%
“…In most cases, this involved asking players to agree or disagree with written statements that indicate a specific stance toward an issue. This kind of self-reported attitude testing is highly flexible when compared to more objective measures like the implicit association test (used by and Shaw, Crosby, & Porter, 2014), as it allows the researcher to match the measurement to the specific topic. Persuasive games deal with diverse topics and even vary greatly in what they focus on within a topic area (Jacobs, Jansz, & De la Hera, 2017); indeed, in all but a few cases, it is not particularly fruitful to try to gauge the effects of games with more general measurements.…”
Section: Beggars Can Be Choosers: Total Effects Of Persuasive Gamesmentioning
confidence: 99%
“…In most cases, this involved asking players to agree or disagree with written statements that indicate a specific stance toward an issue. This kind of self-reported attitude testing is highly flexible when compared to more objective measures like the implicit association test (used by Gerling, Birk, & Mandryk, 2014;and Shaw, Crosby, & Porter, 2014), as it allows the researcher to match the measurement to the specific topic. Persuasive games deal with diverse topics and even vary greatly in what they focus on within a topic area (Jacobs, Jansz, & De la Hera, 2017); indeed, in all but a few cases, it is not particularly fruitful to try to gauge the effects of games with more general measurements.…”
Section: Beggars Can Be Choosers: Total Effects Of Persuasive Gamesmentioning
confidence: 99%