Violent video games, in particular shooting games such as Call of Duty and Grand Theft Auto , are a favourite pass time for a growing group of adolescents and (young) adults. Because of their violent nature, these games are subject to strong social criticism. Especially when severe acts of violence are committed as was the case with the crimes of Anders Breivik or the school shootings in the United States of America violent video games are often at the centre of criticism. Following the increased societal fear about the impact of virtual violence, the relationship between violent video games and attitudinal and behavioural changes has become a topic of academic interest. One recurrent point of discussion within this type of resea...
For the past fifty years, video games have been around as a form of entertainment we consume on a da...
game developers to graphically represent violent material in ever-greater variety and detail. Accord...
Video games are both a popular and pervasive medium in society and emerging technologies have dramat...
Research on the effects of video game play has mainly been focusing on topics such as agression, vio...
A central aim of the present research was to investigate the short-term influences of video game pla...
The role of violent video games (VVG) in increasing levels of aggression in players is a topic that ...
In contrast to the effects of game content, violent video games have less been researched with regar...
Understanding the enjoyment of (violent) digital games is a complicated topic, with various social a...
© 2014, © The Author(s) 2014. This study explores the various ways in which male young adults engage...
The impact of chronic violent video game play on player’s aggressive behaviors have been a passionat...
This research was designed to explore the relationship between violent video game play and attitudes...
The function of this paper is to present research findings that ordinarily would never see the light...
In this chapter, we provide a brief review of the research investigating the connection between play...
Video games are a form of software and thus an obvious object of study in Human-Computer Interaction...
Young peoples’ voices have been considered irrelevant or unreliable when it comes to discussing the ...
For the past fifty years, video games have been around as a form of entertainment we consume on a da...
game developers to graphically represent violent material in ever-greater variety and detail. Accord...
Video games are both a popular and pervasive medium in society and emerging technologies have dramat...
Research on the effects of video game play has mainly been focusing on topics such as agression, vio...
A central aim of the present research was to investigate the short-term influences of video game pla...
The role of violent video games (VVG) in increasing levels of aggression in players is a topic that ...
In contrast to the effects of game content, violent video games have less been researched with regar...
Understanding the enjoyment of (violent) digital games is a complicated topic, with various social a...
© 2014, © The Author(s) 2014. This study explores the various ways in which male young adults engage...
The impact of chronic violent video game play on player’s aggressive behaviors have been a passionat...
This research was designed to explore the relationship between violent video game play and attitudes...
The function of this paper is to present research findings that ordinarily would never see the light...
In this chapter, we provide a brief review of the research investigating the connection between play...
Video games are a form of software and thus an obvious object of study in Human-Computer Interaction...
Young peoples’ voices have been considered irrelevant or unreliable when it comes to discussing the ...
For the past fifty years, video games have been around as a form of entertainment we consume on a da...
game developers to graphically represent violent material in ever-greater variety and detail. Accord...
Video games are both a popular and pervasive medium in society and emerging technologies have dramat...