scholarly journals Mediators and Moderators of Long-term Effects of Violent Video Games on Aggressive Behavior

2014 ◽  
Vol 168 (5) ◽  
pp. 450 ◽  
Author(s):  
Douglas A. Gentile ◽  
Dongdong Li ◽  
Angeline Khoo ◽  
Sara Prot ◽  
Craig A. Anderson
2011 ◽  
pp. 1807-1822
Author(s):  
Edward L. Swing ◽  
Douglas A. Gentile ◽  
Craig A. Anderson

Though video games can produce desirable learning outcomes, such as improved performance in school subjects, they also can produce undesirable outcomes, such as increased aggression. Some of the basic learning principles that make video games (particularly violent video games) effective at teaching are discussed in this chapter. A general learning model is presented to explain how video games can produce a variety of effects in their users. This model explains both the immediate, short term effects and cumulative, long term effects of video games. Implications of these principles are discussed in relation to education. The issue of addressing violent video games’ effects on aggression is also examined.


Author(s):  
Edward L. Swing ◽  
Douglas A. Gentile ◽  
Craig A. Anderson

Though video games can produce desirable learning outcomes, such as improved performance in school subjects, they also can produce undesirable outcomes, such as increased aggression. Some of the basic learning principles that make video games (particularly violent video games) effective at teaching are discussed in this chapter. A general learning model is presented to explain how video games can produce a variety of effects in their users. This model explains both the immediate, short term effects and cumulative, long term effects of video games. Implications of these principles are discussed in relation to education. The issue of addressing violent video games’ effects on aggression is also examined.


2021 ◽  
Author(s):  
Ewa Miedzobrodzka ◽  
Frederick Waiyaki ◽  
Jacek Buczny ◽  
Elly Konijn

Despite growing body of research on video games effect on enhanced cognitive functioning, a relationship between violent video game exposure (VVGE) and inhibitory control is still poorly understood. Investigating inhibitory control mechanisms in relation to VVGE may help to better explain processes underlying aggression. This holds especially for adolescent players, who often play M-rated violent video games, and whose ability to inhibit responses is still developing. In two studies performed in adolescent samples we examined how habitual VVGE may be related to inhibitory control (Study 1; N = 151) and whether inhibitory control can be affected by 30-minute violent video gameplay (Study 2; N = 63). Inhibitory control in both studies was measured with well-validated Stop-Signal Task. Results of the Study 1 showed that VVGE was related lower inhibitory control. Results of the experimental Study 2 supported a causal relationship: participants who played a violent video game showed reduced inhibitory control compared to those who played a non-violent game. Our findings bring new theoretical and empirical insights into violent video games research and highlight the importance of studying inhibitory control as a possible mechanism underlying aggression in adolescents. Based on the current correlational and experimental evidence, future studies should also investigate long-term effects on VVGE on development of inhibitory control in adolescents.


2020 ◽  
Vol 4 (Supplement_1) ◽  
pp. 559-559
Author(s):  
Sara Freed ◽  
Briana Sprague ◽  
Lesley Ross

Abstract Interventions using exercise video games, or exergames, have shown short-term cognitive and physical benefits to older adults, though long-term effects are less promising. Enjoyment of exergames may promote exergame use after the intervention period, though little work has examined older adults’ views of exergames before and after gameplay experience. We invited 20 older adults between 65 and 84 years of age (M=73.30, SD=5.95) to play two Xbox Kinect games, Just Dance and Kinect Sports Rivals, for twenty minutes. In our presentation, we will present qualitative and quantitative findings of this pilot study, including findings that older adults reported that they were not likely to play similar exergames in the future and that they did not find the exergames to be more fun compared to other ways of exercising. We will discuss implications for game design and research relevant to game developers, manufacturers, and researchers. Part of a symposium sponsored by Technology and Aging Interest Group.


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