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.
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“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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Cites
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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
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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
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
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