game developers to graphically represent violent material in ever-greater variety and detail. Accordingly, much of the empirical work on video games has focused on possi-ble negative consequences of violent games. For example, research suggests that violent games may desensitize play-ers to real-world violence, decrease empathy, and increase players ’ tendencies toward aggression (e.g., Anderson, 2004; Bartholow, Bushman, & Sestir, 2006). At the same time, little research has examined the role of violent game content in player motivation and immer-sion. Given the prevalence of violent content in popular game titles, one might assume that violent material itself is attractive and enjoyable to players and thus plays a substantial role in...
Over the last 30 years, the video game industry has grown into a multi-billion dollar business. More...
Video game effects research has often been guided by the assumption that video games are more engagi...
Evolutionary theory predicts that people attend to emotionally arousing cues at the expense of less ...
Six studies, two survey based and four experimental, explored the relations between violent content...
Six studies, two survey based and four experimental, explored the relations between violent content ...
In this chapter, we provide a brief review of the research investigating the connection between play...
Playing video games has become one of the most popular leisure activities amongAQ1 youth (Smith, 200...
Violent video games (VVGs) have been at the centre of the controversy of media effects on aggression...
The relationships between violent content and aggression have not been fully understood and explaine...
There is ongoing scientific and public interest in whether playing violent video games (VVGs) increa...
There is ongoing scientific and public interest in whether playing violent video games (VVGs) increa...
There is ongoing scientific and public interest in whether playing violent video games (VVGs) increa...
Video games are a source of entertainment for a wide population and have varied effects on well-bein...
Video game effects research has often been guided by the assumption that video games are more engagi...
The role of violent video games (VVG) in increasing levels of aggression in players is a topic that ...
Over the last 30 years, the video game industry has grown into a multi-billion dollar business. More...
Video game effects research has often been guided by the assumption that video games are more engagi...
Evolutionary theory predicts that people attend to emotionally arousing cues at the expense of less ...
Six studies, two survey based and four experimental, explored the relations between violent content...
Six studies, two survey based and four experimental, explored the relations between violent content ...
In this chapter, we provide a brief review of the research investigating the connection between play...
Playing video games has become one of the most popular leisure activities amongAQ1 youth (Smith, 200...
Violent video games (VVGs) have been at the centre of the controversy of media effects on aggression...
The relationships between violent content and aggression have not been fully understood and explaine...
There is ongoing scientific and public interest in whether playing violent video games (VVGs) increa...
There is ongoing scientific and public interest in whether playing violent video games (VVGs) increa...
There is ongoing scientific and public interest in whether playing violent video games (VVGs) increa...
Video games are a source of entertainment for a wide population and have varied effects on well-bein...
Video game effects research has often been guided by the assumption that video games are more engagi...
The role of violent video games (VVG) in increasing levels of aggression in players is a topic that ...
Over the last 30 years, the video game industry has grown into a multi-billion dollar business. More...
Video game effects research has often been guided by the assumption that video games are more engagi...
Evolutionary theory predicts that people attend to emotionally arousing cues at the expense of less ...