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Violent Video Game Effects on Aggression, Empathy, and ...

Violent Video Game Effects on Aggression, Empathy, and ProsocialBehavior in Eastern and Western Countries: A Meta-Analytic ReviewCraig A. AndersonIowa State UniversityAkiko ShibuyaKeio UniversityNobuko IhoriOchanomizu UniversityEdward L. SwingIowa State UniversityBrad J. BushmanVU University and University of MichiganAkira SakamotoOchanomizu UniversityHannah R. RothsteinCity University of New YorkMuniba SaleemIowa State UniversityMeta-analytic procedures were used to test the Effects of Violent Video games on aggressive behavior,aggressive cognition, aggressive affect, physiological arousal, empathy/desensitization, and prosocial behav-ior.

The originators of the trim and fill method (Duval, 2005; Duval & Tweedie, 2000a) have cautioned that the “adjusted” estimate of an effect using imputed studies provided by trim and fill should not be taken as the “true” effect, because it is

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1 Violent Video Game Effects on Aggression, Empathy, and ProsocialBehavior in Eastern and Western Countries: A Meta-Analytic ReviewCraig A. AndersonIowa State UniversityAkiko ShibuyaKeio UniversityNobuko IhoriOchanomizu UniversityEdward L. SwingIowa State UniversityBrad J. BushmanVU University and University of MichiganAkira SakamotoOchanomizu UniversityHannah R. RothsteinCity University of New YorkMuniba SaleemIowa State UniversityMeta-analytic procedures were used to test the Effects of Violent Video games on aggressive behavior,aggressive cognition, aggressive affect, physiological arousal, empathy/desensitization, and prosocial behav-ior.

2 Unique features of this meta-analytic review include (a) more restrictive methodological quality inclusioncriteria than in past meta-analyses; (b) cross-cultural comparisons; (c) longitudinal studies for all outcomesexcept physiological arousal; (d) conservative statistical controls; (e) multiple moderator analyses; and (f)sensitivity analyses. Social cognitive models and cultural differences between Japan and Western countrieswere used to generate theory-based predictions. Meta-analyses yielded significant Effects for all 6 outcomevariables.

3 The pattern of results for different outcomes and research designs (experimental, cross-sectional,longitudinal) fit theoretical predictions well. The evidence strongly suggests that exposure to Violent videogames is a causal risk factor for increased aggressive behavior, aggressive cognition, and aggressive affect andfor decreased empathy and prosocial behavior. Moderator analyses revealed significant research designeffects, weak evidence of cultural differences in susceptibility and type of measurement Effects , and noevidence of sex differences in susceptibility.

4 Results of various sensitivity analyses revealed these Effects tobe robust, with little evidence of selection (publication) :media violence, aggression, Video games, empathy and desensitization, prosocial behaviorSupplemental materials: know what s really exciting about Video games is you don t justinteract with the game physically you re not just moving your handon a joystick, but you re asked to interact with the game psycholog-ically and emotionally as well. You re not just watching the characterson screen; you re becoming those characters.

5 Nina Huntemann,Game OverPeople of all ages in most modern countries get a heavy dose ofviolent media, especially in TV programs, films, and Video games( , Comstock & Scharrer, 2007; Gentile, 2003; Gentile, Saleem,& Anderson, 2007; Kirsh, 2006; Singer & Singer, 2001). Potentialharmful Effects of media violence have been scrutinized for oversix decades, and considerable consensus has been reached onseveral of the most important issues. As stated by a recent panel ofexperts assembled by the Surgeon General, Research onviolent television and films, Video games, and music reveals un-equivocal evidence that media violence increases the likelihood ofaggressive and Violent behavior in both immediate and long-termcontexts (Anderson et al.)

6 , 2003, p. 81). Numerous reports byprofessional health associations ( , American Academy of Pe-diatrics, American Psychological Association, Australian Collegeof Paediatrics, Canadian Paediatric Society) and governmenthealth agencies ( , Office of the Surgeon General, of Health and Human Services) have reached the sameconclusion after reviewing the available scientific evidence (Gen-tile et al., 2007; Ontario Office for Victims of Crime, 2004).Craig A. Anderson, Edward L. Swing, and Muniba Saleem, Center forthe Study of Violence, Department of Psychology, Iowa State University;Akiko Shibuya, Institute for Media and Communications Research, KeioUniversity, Tokyo, Japan; Nobuko Ihori and Akira Sakamoto, Departmentof Psychology, Ochanomizu University, Tokyo, Japan; Brad J.

7 Bushman,Vrije Universiteit, Amsterdam, the Netherlands, and Institute for SocialResearch, University of Michigan; Hannah R. Rothstein, Department ofManagement, Baruch College, City University of New concerning this article should be addressed to Craig , Department of Psychology, W112 Lagomarcino Hall, IowaState University, Ames, IA 50011. E-mail: Bulletin 2010 American Psychological Association2010, Vol. 136, No. 2, 151 1730033-2909/10/$ DOI: majority of media violence studies have focused on violenttelevision and film Effects , and most have been conducted inWestern countries, especially the United States.

8 There are theoret-ical reasons to expect that type of media ( , newspapers, liter-ature, comic books, graphic novels, television, film, Video games,music) and culture will moderate Violent media Effects . For exam-ple, watching theLord of the Ringsfilms should increase aggres-sive tendencies more than reading the books because of the higherconcentration and glorification of violence in the , cultural factors may either exacerbate or reduce vio-lent media Effects for both statistical and psychological example, the context of violence on Japanese television is verydifferent from that on television, even though the total amountof violence shown is similar (Kodaira, 1998).

9 Japanese TV tends toportray Violent actions and their consequences much more vividly,with a particular emphasis on the suffering of the victims. Thismight explain why the Effects of TV violence on aggressionsometimes appear smaller in Japan than in the United multinational research has found considerable variation inaccess to and content of Violent television and a few differencesin observed Effects (Huesmann & Eron, 1986; Huesmann, Lager-spetz, & Eron, 1984). For example, within Israel there weresignificant correlations between TV violence viewing and chil-dren s aggression for urban children but not for rural childrenbeing raised on a kibbutz, where socialization is conducted in acommunal manner (Bachrach, 1986).

10 What is currently unclear isthe extent to which the occasional cross-cultural differences inmedia violence Effects result from cross-cultural differences in thecontent of their Violent media (a type of artifact), true differencesin media violence Effects (perhaps communal, collectivist, or po-litically unstable countries are less susceptible), or a combinationof the Game ViolencePast FindingsVideo game violence is the new kid on the media violenceblock, having emerged in the late 1980s and early 1990s. Cur-rently, one can play Video games on computers, consoles ( ,Xbox 360, PlayStation, Wii), handhelds ( , Nintendo DS), com-puters, iPods, personal digital assistants, and mobile Video game technology is relatively new, there are fewerempirical studies on Video game violence than on TV and filmviolence.


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