The DOI matches its Crossref record; 80 of the 81 references it cites were found in a registry or an index.
Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: A meta-analytic review
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.
Overview
Integrity signals
Registry
Cites
Statistics
Verification
Claims the paper makes
Claims other papers make about this one
Each is checked against this paper’s own text: does it say what the citing paper says it does?
In the citing paper
“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
Citations
Cites
Duval, S., & Tweedie, R. (2000) · Biometrics · doi:10.1111/j.0006-341x.2000.00455.x · Cited by 14,099
The Handbook of Social Psychology
Gravatt, A. E., Lindzey, G. E., & Aronson, F. (1969) · The Family Coordinator · doi:10.2307/582242 · Cited by 12,518
DeLamater, J., & Ward, A. (2013) · Handbooks of sociology and social research · doi:10.1007/978-94-007-6772-0 · Cited by 7,590
Understanding and using the Implicit Association Test: I. An improved scoring algorithm.
Greenwald, A. G., Nosek, B. A., & Banaji, M. R. (2003) · Journal of Personality and Social Psychology · doi:10.1037/0022-3514.85.2.197 · Cited by 5,815
Crick, N. R., & Dodge, K. A. (1994) · Psychological Bulletin · doi:10.1037/0033-2909.115.1.74 · Cited by 5,510
Buss, A. H., & Perry, M. (1992) · Journal of Personality and Social Psychology · doi:10.1037/0022-3514.63.3.452 · Cited by 4,693
Culture and systems of thought: Holistic versus analytic cognition.
Nisbett, R. E., Peng, K., Choi, I., & Norenzayan, A. (2001) · Psychological Review · doi:10.1037/0033-295x.108.2.291 · Cited by 4,263
Reflective and Impulsive Determinants of Social Behavior
Strack, F., & Deutsch, R. (2004) · Personality and Social Psychology Review · doi:10.1207/s15327957pspr0803_1 · Cited by 3,984
A Nonparametric “Trim and Fill” Method of Accounting for Publication Bias in Meta-Analysis
Duval, S., & Tweedie, R. (2000) · Journal of the American Statistical Association · doi:10.1080/01621459.2000.10473905 · Cited by 2,955
Mechanisms of moral disengagement in the exercise of moral agency
Bandura, A., Barbaranelli, C., Caprara, G. V., & Pastorelli, C. (1996) · Journal of Personality and Social Psychology · doi:10.1037/0022-3514.71.2.364 · Cited by 2,680
Flagged first, then by citations
1 of the 81 references couldn’t be matched to a known paper.
Cited by
Sorted by citations
The benefits of playing video games.
Granic, I., Lobel, A., & Engels, R. C. M. E. (2014) · American Psychologist · doi:10.1037/a0034857 · Cited by 2,456
The Differential Susceptibility to Media Effects Model
Valkenburg, P. M., & Peter, J. (2013) · Journal of Communication · doi:10.1111/jcom.12024 · Cited by 1,340
Lissak, G. (2018) · Environmental Research · doi:10.1016/j.envres.2018.01.015 · Cited by 1,024
Cheng, C., & Li, A. Y.-L. (2014) · Cyberpsychology, Behavior, and Social Networking · doi:10.1089/cyber.2014.0317 · Cited by 727
Boot, W. R., Simons, D. J., Stothart, C., & Stutts, C. (2013) · Perspectives on Psychological Science · doi:10.1177/1745691613491271 · Cited by 670
Internet gaming disorder in children and adolescents: a systematic review
Paulus, F. W., Ohmann, S., von Gontard, A., & Popow, C. (2018) · Developmental Medicine & Child Neurology · doi:10.1111/dmcn.13754 · Cited by 730
Video Games Do Affect Social Outcomes
Greitemeyer, T., & Mügge, D. O. (2014) · Personality and Social Psychology Bulletin · doi:10.1177/0146167213520459 · Cited by 652
Ferguson, C. J., & Heene, M. (2012) · Perspectives on Psychological Science · doi:10.1177/1745691612459059 · Cited by 603
Allen, J. J., Anderson, C. A., & Bushman, B. J. (2017) · Current Opinion in Psychology · doi:10.1016/j.copsyc.2017.03.034 · Cited by 697
Self-citationProblematic Video Game Use: Estimated Prevalence and Associations with Mental and Physical Health
Mentzoni, R. A., Brunborg, G. S., Molde, H., Myrseth, H., Skouverøe, K. J. M., Hetland, J., & Pallesen, S. (2011) · Cyberpsychology Behavior and Social Networking · doi:10.1089/cyber.2010.0260 · Cited by 609
A meta-analytical integration of over 40 years of research on diversity training evaluation
Bezrukova, K., Spell, C. S., Perry, J. L., & Jehn, K. A. (2016) · Psychological Bulletin · doi:10.1037/bul0000067 · Cited by 601
Skeem, J. L., Polaschek, D. L. L., Patrick, C. J., & Lilienfeld, S. O. (2011) · Psychological Science in the Public Interest · doi:10.1177/1529100611426706 · Cited by 689
Moral disengagement among children and youth: A meta‐analytic review of links to aggressive behavior
Gini, G., Pozzoli, T., & Hymel, S. C. (2013) · Aggressive Behavior · doi:10.1002/ab.21502 · Cited by 585
The general aggression model: theoretical extensions to violence
DeWall, C. N., Anderson, C. A., & Bushman, B. J. (2011) · Psychology of Violence · doi:10.1037/a0023842 · Cited by 567
Self-citationMedia effects: theory and research
Valkenburg, P. M., Peter, J., & Walther, J. B. (2016) · Annual Review of Psychology · doi:10.1146/annurev-psych-122414-033608 · Cited by 536
Meier, A., & Reinecke, L. (2021) · Communication Research · doi:10.1177/0093650220958224 · Cited by 534
Ferguson, C. J. (2015) · Perspectives on Psychological Science · doi:10.1177/1745691615592234 · Cited by 524
Memahami Ciri dan Tugas Perkembangan Masa Remaja
Saputro, K. Z. (2018) · Aplikasia Jurnal Aplikasi Ilmu-ilmu Agama · doi:10.14421/aplikasia.v17i1.1362 · Cited by 466
King, D. L., Haagsma, M. C., Delfabbro, P., Gradisar, M., & Griffiths, M. D. (2013) · Clinical Psychology Review · doi:10.1016/j.cpr.2013.01.002 · Cited by 499
Bedtime mobile phone use and sleep in adults
Exelmans, L., & den Bulck, J. V. (2015) · Social Science & Medicine · doi:10.1016/j.socscimed.2015.11.037 · Cited by 488
Evaluating gender similarities and differences using metasynthesis.
Zell, E., Križan, Z., & Teeter, S. R. (2015) · American Psychologist · doi:10.1037/a0038208 · Cited by 465
The antecedents and outcomes of workplace ostracism: A meta-analysis.
Howard, M. C., Cogswell, J. E., & Smith, M. B. (2019) · Journal of Applied Psychology · doi:10.1037/apl0000453 · Cited by 459
Cheng, C., Cheung, S. F., Chio, J. H.-M., & Chan, M.-P. S. (2013) · Psychological Bulletin · doi:10.1037/a0028596 · Cited by 407
Virtual Superheroes: Using Superpowers in Virtual Reality to Encourage Prosocial Behavior
Rosenberg, R. S., Baughman, S., & Bailenson, J. N. (2013) · PLoS ONE · doi:10.1371/journal.pone.0055003 · Cited by 397
A meta-analysis of antecedents and consequences of trust in mobile commerce
Sarkar, S., Chauhan, S., & Khare, A. (2020) · International Journal of Information Management · doi:10.1016/j.ijinfomgt.2019.08.008 · Cited by 375
Fox, J., & Tang, W. Y. (2013) · Computers in Human Behavior · doi:10.1016/j.chb.2013.07.014 · Cited by 361
Effects of video-game play on information processing: a meta-analytic investigation
Powers, K. L., Brooks, P. J., Aldrich, N. J., Palladino, M. A., & Alfieri, L. (2013) · Psychonomic Bulletin & Review · doi:10.3758/s13423-013-0418-z · Cited by 348
Sensitivity Analysis for Publication Bias in Meta-Analyses
Mathur, M. B., & VanderWeele, T. J. (2020) · Journal of the Royal Statistical Society Series C: Applied Statistics · doi:10.1111/rssc.12440 · Cited by 354
Media use and ADHD-related behaviors in children and adolescents: A meta-analysis
Nikkelen, S. W. C., Valkenburg, P. M., Huizinga, M., & Bushman, B. J. (2014) · Developmental Psychology · doi:10.1037/a0037318 · Cited by 339
Self-citationMarchand, A., & Hennig‐Thurau, T. (2013) · Journal of Interactive Marketing · doi:10.1016/j.intmar.2013.05.001 · Cited by 401
Adachi, P. J. C., & Willoughby, T. (2013) · Journal of Youth and Adolescence · doi:10.1007/s10964-013-9913-9 · Cited by 328
The Psychology of Social Conflict and Aggression
Forgas, J. P., Kruglanski, A. W., & Williams, K. D. (2011) · Psychology Press eBooks · doi:10.4324/9780203803813 · Cited by 327
Setting the scientific stage for esports psychology: a systematic review
Pedraza-Ramirez, I., Musculus, L., Raab, M., & Laborde, S. (2020) · International Review of Sport and Exercise Psychology · doi:10.1080/1750984x.2020.1723122 · Cited by 373
Ferguson, C. J., & Kilburn, J. (2010) · Psychological Bulletin · doi:10.1037/a0018566 · Cited by 311
Ploog, B. O., Scharf, A., Nelson, D., & Brooks, P. J. (2012) · Journal of Autism and Developmental Disorders · doi:10.1007/s10803-012-1571-3 · Cited by 345
Metaanalysis of the relationship between violent video game play and physical aggression over time
Prescott, A. T., Sargent, J. D., & Hull, J. G. (2018) · Proceedings of the National Academy of Sciences · doi:10.1073/pnas.1611617114 · Cited by 303
Are Social Media Ruining Our Lives? A Review of Meta-Analytic Evidence
Appel, M., Marker, C., & Gnambs, T. (2020) · Review of General Psychology · doi:10.1177/1089268019880891 · Cited by 290
Donaldson, T. J., & Walsh, J. P. (2015) · Research in Organizational Behavior · doi:10.1016/j.riob.2015.10.002 · Cited by 297
Wright, P. J., Tokunaga, R. S., & Kraus, A. (2016) · Journal of Communication · doi:10.1111/jcom.12201 · Cited by 379
Gaming well: links between videogames and flourishing mental health
Jones, C. M., Scholes, L., Johnson, D. M., Katsikitis, M., & Carras, M. C. (2014) · Frontiers in Psychology · doi:10.3389/fpsyg.2014.00260 · Cited by 339
Ratan, R., Beyea, D., Li, B. J., & Graciano, L. (2019) · Media Psychology · doi:10.1080/15213269.2019.1623698 · Cited by 285
When and How Video Games Can Be Good: A Review of the Positive Effects of Video Games on Well-Being
Halbrook, Y. J., O’Donnell, A. T., & Msetfi, R. M. (2019) · Perspectives on Psychological Science · doi:10.1177/1745691619863807 · Cited by 263
Tobias, S., Fletcher, J. D., & Wind, A. P. (2013) · Springer eBooks · doi:10.1007/978-1-4614-3185-5_38 · Cited by 295
George, M. J., & Odgers, C. L. (2015) · Perspectives on Psychological Science · doi:10.1177/1745691615596788 · Cited by 266
Adachi, P. J. C., & Willoughby, T. (2011) · Psychology of Violence · doi:10.1037/a0024908 · Cited by 264
Competence-impeding electronic games and players' aggressive feelings, thoughts, and behaviors
Przybylski, A. K., Deci, E. L., Rigby, C. S., & Ryan, R. M. (2014) · Journal of Personality and Social Psychology · doi:10.1037/a0034820 · Cited by 263
Playing prosocial video games increases empathy and decreases schadenfreude.
Greitemeyer, T., Osswald, S., & Bräuer, M. (2010) · Emotion · doi:10.1037/a0020194 · Cited by 262
Connecting the Dots: An Overview of the Links Among Multiple Forms of Violence
Wilkins, N. J., Tsao, B., Hertz, M. F., Davis, R. A. H., & Klevens, J. (2014) · Cited by 262
Keyes, K. M., & Platt, J. M. (2024) · Journal of Child Psychology and Psychiatry · doi:10.1111/jcpp.13864 · Cited by 253
Does playing violent video games cause aggression? A longitudinal intervention study
Kühn, S., Kugler, D., Schmalen, K., Weichenberger, M., Witt, C., & Gallinat, J. (2018) · Molecular Psychiatry · doi:10.1038/s41380-018-0031-7 · Cited by 291
Screen Time and Problem Behaviors in Children: Exploring the Mediating Role of Sleep Duration
Guerrero, M. D., Barnes, J. D., Chaput, J.-P., & Tremblay, M. S. (2019) · International Journal of Behavioral Nutrition and Physical Activity · doi:10.1186/s12966-019-0862-x · Cited by 240
Relationships Among Cyberbullying, School Bullying, and Mental Health in Taiwanese Adolescents
Chang, F., Lee, C., Chiu, C., Hsi, W.-Y., Huang, T.-F., & Pan, Y.-C. (2013) · Journal of School Health · doi:10.1111/josh.12050 · Cited by 270
Männikkö, N., Billieux, J., & Kääriäinen, M. (2015) · Journal of Behavioral Addictions · doi:10.1556/2006.4.2015.040 · Cited by 255
Games for Health for Children—Current Status and Needed Research
Baranowski, T., Blumberg, F. C., Buday, R., DeSmet, A., Fiellin, L. E., Green, C. S., Kato, P. M., Lu, A. S., Maloney, A. E., Mellecker, R. R., et al. (2015) · Games for Health Journal · doi:10.1089/g4h.2015.0026 · Cited by 260
Elson, M., & Ferguson, C. J. (2014) · European Psychologist · doi:10.1027/1016-9040/a000147 · Cited by 237
Krahé, B., Möller, I., Huesmann, L. R., Kirwil, L., Felber, J., & Berger, A. (2010) · Journal of Personality and Social Psychology · doi:10.1037/a0021711 · Cited by 236
A meta-analysis of virtual reality training programs for social skill development
Howard, M. C., & Gutworth, M. B. (2020) · Computers & Education · doi:10.1016/j.compedu.2019.103707 · Cited by 234
Long-Term Relations Among Prosocial-Media Use, Empathy, and Prosocial Behavior
Prot, S., Gentile, D. A., Anderson, C. A., Suzuki, K., Swing, E. L., Lim, K. M., Horiuchi, Y., Jelić, M., Krahé, B., Wei, L., et al. (2013) · Psychological Science · doi:10.1177/0956797613503854 · Cited by 262
Self-citationOn the reproducibility of meta-analyses: six practical recommendations
Lakens, D., Hilgard, J., & Staaks, J. P. C. (2016) · BMC Psychology · doi:10.1186/s40359-016-0126-3 · Cited by 238
Effects of screen size, viewing angle, and players’ immersion tendencies on game experience
Hou, J., Nam, Y., Peng, W., & Lee, K. M. (2011) · Computers in Human Behavior · doi:10.1016/j.chb.2011.11.007 · Cited by 229
Przybylski, A. K., & Weinstein, N. (2019) · Royal Society Open Science · doi:10.1098/rsos.171474 · Cited by 228
The Association Between Video Gaming and Psychological Functioning
von der Heiden, J. M., Braun, B., Müller, K. W., & Egloff, B. (2019) · Frontiers in Psychology · doi:10.3389/fpsyg.2019.01731 · Cited by 225
A Critical Analysis of Cultivation Theory
Potter, W. J. (2014) · Journal of Communication · doi:10.1111/jcom.12128 · Cited by 221
Anderson, C. A., & Carnagey, N. L. (2009) · Journal of Experimental Social Psychology · doi:10.1016/j.jesp.2009.04.019 · Cited by 221
Self-citationBlazing Angels or Resident Evil? Can Violent Video Games be a Force for Good?
Ferguson, C. J. (2010) · Review of General Psychology · doi:10.1037/a0018941 · Cited by 229
Video Gaming and Children’s Psychosocial Wellbeing: A Longitudinal Study
Lobel, A., Engels, R. C. M. E., Stone, L. L., Burk, W. J., & Granic, I. (2017) · Journal of Youth and Adolescence · doi:10.1007/s10964-017-0646-z · Cited by 232
Pallavicini, F., Ferrari, A., & Mantovani, F. (2018) · Frontiers in Psychology · doi:10.3389/fpsyg.2018.02127 · Cited by 238
Trepte, S., & Reinecke, L. (2013) · Computers in Human Behavior · doi:10.1016/j.chb.2012.10.002 · Cited by 205
eSport: Construct specifications and implications for sport management
Cunningham, G. B., Fairley, S., Ferkins, L., Kerwin, S., Lock, D., Shaw, S., & Wicker, P. V. (2017) · Sport Management Review · doi:10.1016/j.smr.2017.11.002 · Cited by 235
The impact of prolonged violent video‐gaming on adolescent sleep: an experimental study
King, D. L., Gradisar, M., Drummond, A., Lovato, N., Wessel, J., Micic, G., Douglas, P., & Delfabbro, P. (2012) · Journal of Sleep Research · doi:10.1111/j.1365-2869.2012.01060.x · Cited by 218
Plugged In: How Media Attract and Affect Youth
Valkenburg, P. M., & Piotrowski, J. T. (2017) · doi:10.12987/yale/9780300218879.001.0001 · Cited by 209
Getting a High‐Speed Family Connection: Associations Between Family Media Use and Family Connection
Padilla‐Walker, L. M., Coyne, S. M., & Fraser, A. M. (2012) · Family Relations · doi:10.1111/j.1741-3729.2012.00710.x · Cited by 190
Screen media use and ADHD-related behaviors: Four decades of research
Beyens, I., Valkenburg, P. M., & Piotrowski, J. T. (2018) · Proceedings of the National Academy of Sciences · doi:10.1073/pnas.1611611114 · Cited by 190
Fischer, P. A., Greitemeyer, T., Kastenmüller, A., Vogrincic-Haselbacher, C., & Sauer, A. (2011) · Psychological Bulletin · doi:10.1037/a0022267 · Cited by 198
Investigating relationships between video gaming, spectating esports, and gambling
Macey, J., & Hamari, J. (2017) · Computers in Human Behavior · doi:10.1016/j.chb.2017.11.027 · Cited by 183
Non-pharmacological cognitive enhancement
Dresler, M., Sandberg, A., Ohla, K., Bublitz, C., Trenado, C., Mroczko-Wąsowicz, A., Kühn, S., & Repantis, D. (2012) · Neuropharmacology · doi:10.1016/j.neuropharm.2012.07.002 · Cited by 191
McAdams, T. A., Neiderhiser, J. M., Rijsdijk, F. V., Narusyte, J., Lichtenstein, P., & Eley, T. C. (2014) · Psychological Bulletin · doi:10.1037/a0036416 · Cited by 186
Willoughby, T., Adachi, P. J. C., & Good, M. (2011) · Developmental Psychology · doi:10.1037/a0026046 · Cited by 178
Ferguson, C. J. (2013) · American Psychologist · doi:10.1037/a0030597 · Cited by 193
King, D. L., Delfabbro, P., Zwaans, T., & Kaptsis, D. (2013) · Australian & New Zealand Journal of Psychiatry · doi:10.1177/0004867413491159 · Cited by 173
Jaffee, S. R., Strait, L., & Odgers, C. L. (2011) · Psychological Bulletin · doi:10.1037/a0026020 · Cited by 185
Tremblay, R. E., Vitaro, F., & Côté, S. M. (2017) · Annual Review of Psychology · doi:10.1146/annurev-psych-010416-044030 · Cited by 182
Violent video games and real-world violence: Rhetoric versus data.
Markey, P. M., Markey, C. N., & French, J. E. (2014) · Psychology of Popular Media Culture · doi:10.1037/ppm0000030 · Cited by 167
Dangerous minds? Effects of uncivil online comments on aggressive cognitions, emotions, and behavior
Rösner, L., Winter, S., & Krämer, N. C. (2016) · Computers in Human Behavior · doi:10.1016/j.chb.2016.01.022 · Cited by 191
Does online technology make us more or less sociable? A preliminary review and call for research
Waytz, A., & Gray, K. (2018) · Perspectives on Psychological Science · doi:10.1177/1745691617746509 · Cited by 157
Hilgard, J., Engelhardt, C. R., & Rouder, J. N. (2017) · Psychological Bulletin · doi:10.1037/bul0000074 · Cited by 162
Story Immersion of Videogames for Youth Health Promotion: A Review of Literature
Lu, A. S., Baranowski, T., Thompson, D. I., & Buday, R. (2012) · Games for Health Journal · doi:10.1089/g4h.2011.0012 · Cited by 169
Player–video game interaction: A systematic review of current concepts
Caroux, L., Isbister, K., Bigot, L. L., & Vibert, N. (2015) · Computers in Human Behavior · doi:10.1016/j.chb.2015.01.066 · Cited by 165
Growing up multitasking: The costs and benefits for cognitive development
Courage, M. L., Bakhtiar, A., Fitzpatrick, C., Kenny, S., & Brandeau, K. (2015) · Developmental Review · doi:10.1016/j.dr.2014.12.002 · Cited by 159
Pauwels, L. J. R., & Schils, N. (2014) · Terrorism and Political Violence · doi:10.1080/09546553.2013.876414 · Cited by 183
Elson, M., Mohseni, M. R., Breuer, J., Scharkow, M., & Quandt, T. (2014) · Psychological Assessment · doi:10.1037/a0035569 · Cited by 159
Gender and player characteristics in video game play of preadolescents
Homer, B. D., Hayward, E. O., Frye, J., & Plass, J. L. (2012) · Computers in Human Behavior · doi:10.1016/j.chb.2012.04.018 · Cited by 159
Men's harassment behavior in online video games: Personality traits and game factors
Tang, W. Y., & Fox, J. (2016) · Aggressive Behavior · doi:10.1002/ab.21646 · Cited by 187
Calvert, S. L., Appelbaum, M. I., Dodge, K. A., Graham, S., Hall, G. C. N., Hamby, S. L., Fasig-Caldwell, L. G., Citkowicz, M., Galloway, D. P., & Hedges, L. V. (2017) · American Psychologist · doi:10.1037/a0040413 · Cited by 156
Coyne, S. M., Padilla‐Walker, L. M., Holmgren, H. G., Davis, E. J., Collier, K. M., Memmott‐Elison, M. K., & Hawkins, A. J. (2017) · Developmental Psychology · doi:10.1037/dev0000412 · Cited by 152
Runions, K. (2013) · Journal of Youth and Adolescence · doi:10.1007/s10964-013-9936-2 · Cited by 171
Hilgard, J., Engelhardt, C. R., & Bartholow, B. D. (2013) · Frontiers in Psychology · doi:10.3389/fpsyg.2013.00608 · Cited by 167
Mediators and Moderators of Long-term Effects of Violent Video Games on Aggressive Behavior
Gentile, D. A., Li, D., Khoo, A., Prot, S., & Anderson, C. A. (2014) · Archives of Pediatrics and Adolescent Medicine · doi:10.1001/jamapediatrics.2014.63 · Cited by 156
Self-citationVideo games, emotion, and emotion regulation: expanding the scope
Hemenover, S. H., & Bowman, N. D. (2018) · Annals of the International Communication Association · doi:10.1080/23808985.2018.1442239 · Cited by 176
The debate over digital technology and young people
Bell, V., Bishop, D. V. M., & Przybylski, A. K. (2015) · BMJ · doi:10.1136/bmj.h3064 · Cited by 143
Metadata
- 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)
- ORCID
- 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 › Communication › 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
About these checks
Registry, retraction, Cites and statistics results are computed, not judged, with one exception: a printed reference that no index lists is read once by a model before it counts as a citation error. Claims are extracted by a model and kept only when their quote appears verbatim in the text; each cited source is then checked, with a model’s help, for whether it says what the claim relies on. Those verdicts can be wrong — read the claim’s quote and the cited source before relying on one.
Statistics and arithmetic are recomputed, not judged.
Confidence bands are shown only for fields calibrated on our annotated test set. None is calibrated yet, so no band is shown.
What counts as a claim ›How we measure confidence ›How we check this ›
Are you an author, or do you see a problem with this page? Request a review