Cited by 2,048Bullying, Victimization, and AggressionDigital Games and MediaMedia Influence and Health

Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: A meta-analytic review

Anderson, Craig A., Shibuya, Akiko, Ihori, Nobuko, Swing, Edward L., Bushman, Brad J., Sakamoto, Akira, Rothstein, Hannah R., Saleem, Muniba·2010·Psychological Bulletin

Abstract

Meta-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 behavior. Unique features of this meta-analytic review include (a) more restrictive methodological quality inclusion criteria than in past meta-analyses; (b) cross-cultural comparisons; (c) longitudinal studies for all outcomes except physiological arousal; (d) conservative statistical controls; (e) multiple moderator analyses; and (f) sensitivity analyses. Social-cognitive models and cultural differences between Japan and Western countries were used to generate theory-based predictions. Meta-analyses yielded significant effects for all 6 outcome variables. 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 video games is a causal risk factor for increased aggressive behavior, aggressive cognition, and aggressive affect and for decreased empathy and prosocial behavior. Moderator analyses revealed significant research design effects, weak evidence of cultural differences in susceptibility and type of measurement effects, and no evidence of sex differences in susceptibility. Results of various sensitivity analyses revealed these effects to be robust, with little evidence of selection (publication) bias.

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Crossref · 10.1037/a0018251

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  • A meta-analysis of 136 studies found that exposure to violent video games is a risk factor for increased aggressive behavior, aggressive cognition, and aggressive affect, and for decreased empathy and prosocial behavior.

    “A recent meta-analysis that included 136 studies examined the effects of violent video games on aggressive behaviors. The evidence suggested that exposure to violent video games is a risk factor for increased aggressive behavior, aggressive cognition, and aggressive affect, and for decreased empathy and prosocial behavior.”

    From Human Aggression Across the Lifespan (2011) · cites this paper as Anderson et al., 2010

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Authors
Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., Rothstein, H. R., & Saleem, M.
Affiliations
  • Iowa State University (US)
  • Keio University (JP)
  • Ochanomizu University (JP)
  • Vrije Universiteit Amsterdam (NL)
  • Baruch College (US)
Venue
Psychological Bulletin
Published
2010
Volume
136
Issue
2
Pages
151-173
ISSN
  • 0033-2909 (ISSN-L)
  • 1939-1455
OpenAlex
W2151922135
Cited by
2,048
References
81
Citations by year
2026: 78 · 2025: 87 · 2024: 115 · 2023: 122 · 2022: 121 · 2021: 123 · 2020: 142 · 2019: 138 · 2018: 146 · 2017: 134 · 2016: 128 · 2015: 178 · 2014: 176 · 2013: 144 · 2012: 106
FWCI
156.54
Type
journal article
Language
en
Open access
closed
Locations
  • Psychological Bulletin (publishedVersion)
  • PubMed (publishedVersion)
  • VU Research Portal (publishedVersion)
  • Digital Academic REpository of VU University Amsterdam (Vrije Universiteit Amsterdam) (submittedVersion)
  • Data Archiving and Networked Services (DANS) (submittedVersion)
Topics
  • Social Sciences › Psychology › Social Psychology › Bullying, Victimization, and Aggression
  • Social Sciences › Sociology and Political Science › Digital Games and Media
  • Social Sciences › Arts and Humanities › Literature and Literary Theory › Media Influence and Health
Keywords
violent video games, aggression, aggressive cognition, aggressive affect, empathy, desensitization, prosocial behavior, physiological arousal, cross-cultural comparison, Japan, Western countries, social cognitive model, sex differences, publication bias
MeSH terms
Adolescent, Adolescent Behavior, Adult, Affect, Aggression, Child, Child Behavior, Cognition, Cross-Cultural Comparison, Empathy, Female, Humans, Japan, Longitudinal Studies, Male, Social Behavior, United States, Violence, Video Games, Young Adult

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