2011
DOI: 10.2139/ssrn.1886419
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Understanding the Effects of Violent Video Games on Violent Crime

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Cited by 15 publications
(19 citation statements)
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“…Common cultural changes, such as increased accessibility to and use of electronic devices such as smartphones and tablets, may have prevented young people from committing their first crime, by simple incapacitation (Cunningham, Engelstätter, and Ward 2011). Changes in how certain types of behavior are diagnosed and treated may also affect the extensive margin of youth crime.…”
Section: Discussionmentioning
confidence: 99%
“…Common cultural changes, such as increased accessibility to and use of electronic devices such as smartphones and tablets, may have prevented young people from committing their first crime, by simple incapacitation (Cunningham, Engelstätter, and Ward 2011). Changes in how certain types of behavior are diagnosed and treated may also affect the extensive margin of youth crime.…”
Section: Discussionmentioning
confidence: 99%
“…In conclusion, the current study examines the association between the release of GTAV and the levels of registered juvenile crime committed by young males in the Netherlands. More specifically, the study tries to answer the question of whether the previously suggested incapacitating potential of playing videogames on crime (Cunningham et al, 2011(Cunningham et al, , 2016Impink et al, 2015;Ward, 2011) can also be detected at the level of a single game release. The hypothesis is that the modelled effect of GTAV's release (that is, initially strong, with a decline afterwards, as discussed above and further explained in the method section) is negatively associated with the number of registered criminal offences committed by male minors and young adults.…”
mentioning
confidence: 99%
“…Anderson & Bushman, 2001;Ferguson, 2007) et d'addiction (Young, 1998Gentile et al, 2011). Ces travaux font en retour l'objet de critiques pour leur alarmisme (Ferguson, 2008), pour leur modélisation réductrice de la réception des médias (Cunningham, Engelstätter & Ward, 2011), ou encore pour leur conception unilatérale de la valeur des engagements sociaux (Dellwing, 2013). Les joueurs aussi participent parfois à la controverse : le traitement médiatique du jeu vidéo suscite régulièrement des positionnements défensifs de la part de blogueurs individuels 6 allant jusqu'à des formes de mobilisations prolongées et collectives comme dans le cas du blog allemand Stigma Videospiele ou encore de l'association suisse Gamerights.…”
Section: Une Légitimité Ambiguëunclassified