2021
DOI: 10.1089/cyber.2020.0029
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Violent Video Games and the P300: No Evidence to Support the Neural Desensitization Hypothesis

Abstract: It has been proposed that exposure to violent video games (VVGs) resulted in alterations of social behaviors such as increased aggression. The most damaging reported effect of playing VVGs is neural desensitization to violent stimuli and this is a major concern given the reported number of players and time spent playing major video game titles. The aim of this study was to investigate the existence of neural desensitization that was reported at the P300 component of event-related potentials (ERPs) in response … Show more

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Cited by 15 publications
(16 citation statements)
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“…Thus, our results for adolescents are not in line with previous ERP studies showing such habitual VVGE desensitization effect in adult gamers (Bartholow et al, 2006 ; Engelhardt et al, 2011 ; Miedzobrodzka et al, 2022 ; Stockdale et al, 2017 ). As an exception, our results are in line with Goodson et al ( 2021 ) who conducted an ERP study in an adult sample in a similar design to ours. Goodson et al ( 2021 ) categorized participants either as experienced players of violent video games or as those who had no such experience and found no P3 amplitude differences between these two groups for violent IAPS pictures.…”
Section: Discussionsupporting
confidence: 93%
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“…Thus, our results for adolescents are not in line with previous ERP studies showing such habitual VVGE desensitization effect in adult gamers (Bartholow et al, 2006 ; Engelhardt et al, 2011 ; Miedzobrodzka et al, 2022 ; Stockdale et al, 2017 ). As an exception, our results are in line with Goodson et al ( 2021 ) who conducted an ERP study in an adult sample in a similar design to ours. Goodson et al ( 2021 ) categorized participants either as experienced players of violent video games or as those who had no such experience and found no P3 amplitude differences between these two groups for violent IAPS pictures.…”
Section: Discussionsupporting
confidence: 93%
“…As an exception, our results are in line with Goodson et al ( 2021 ) who conducted an ERP study in an adult sample in a similar design to ours. Goodson et al ( 2021 ) categorized participants either as experienced players of violent video games or as those who had no such experience and found no P3 amplitude differences between these two groups for violent IAPS pictures. They explained the absence of a habitual desensitization effect by the suggestion that their participants might have experienced a general habituation to violent content in available media, besides video games (Grizzard et al, 2015 ).…”
Section: Discussionsupporting
confidence: 93%
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“…As the prototype focused on the development of all necessary for the implementation of the game mechanisms considered necessary, the quests focused on the initial, early stages of the game. As the game is meant to follow a curricular yearlong learning of Mathematics and Science, it was considered ideal to concentrate on four initial topics of mathematics according to the Essential Learning Objectives [19]. These are:…”
Section: Educational Contents and Objectivesmentioning
confidence: 99%