This paper reviews experimental methods for the study of the responses of people to violence in digital media, and in particular considers the issues of internal validity and ecological validity or generalisability of results to events in the real world. Experimental methods typically involve a significant level of abstraction from reality, with participants required to carry out tasks that are far removed from violence in real life, and hence their ecological validity is questionable. On the other hand studies based on field data, while having ecological validity, cannot control multiple confounding variables that may have an impact on observed results, so that their internal validity is questionable. It is argued that immersive virtual re...
Objectives: This study proposes an alternative hypothetical scenario method capitalizing on the pote...
The purpose of this research was to illustrate the broad usefulness of simple video-game-based virtu...
This study was conducted to analyze the short-term effects of violent electronic games, played with ...
This paper reviews experimental methods for the study of the responses of people to violence in digi...
This paper reviews experimental methods for the study of the responses of people to violence in digi...
This paper reviews experimental methods for the study of the responses of people to violence in digi...
The goal of this research is to show how immersive virtual reality (IVR) can be used to study human ...
Stanley Milgram's 1960s experimental findings that people would administer apparently lethal electri...
Stanley Milgram's 1960s experimental findings that people would administer apparently lethal electri...
Assessing levels of aggression-specifically reactive violence-has been a challenge in the past, sinc...
Virtual reality (VR) affords the study of the behaviour of people in social situations that would be...
Background. Stanley Milgram’s 1960s experimental findings that people would administer apparently le...
The purpose of this study was to compare the impact of playing versus observing a violent virtual re...
Staple research methods in criminology, such as interviews, surveys, and official registration data,...
The purpose of this research was to illustrate the broad usefulness of simple video-game-based virtu...
Objectives: This study proposes an alternative hypothetical scenario method capitalizing on the pote...
The purpose of this research was to illustrate the broad usefulness of simple video-game-based virtu...
This study was conducted to analyze the short-term effects of violent electronic games, played with ...
This paper reviews experimental methods for the study of the responses of people to violence in digi...
This paper reviews experimental methods for the study of the responses of people to violence in digi...
This paper reviews experimental methods for the study of the responses of people to violence in digi...
The goal of this research is to show how immersive virtual reality (IVR) can be used to study human ...
Stanley Milgram's 1960s experimental findings that people would administer apparently lethal electri...
Stanley Milgram's 1960s experimental findings that people would administer apparently lethal electri...
Assessing levels of aggression-specifically reactive violence-has been a challenge in the past, sinc...
Virtual reality (VR) affords the study of the behaviour of people in social situations that would be...
Background. Stanley Milgram’s 1960s experimental findings that people would administer apparently le...
The purpose of this study was to compare the impact of playing versus observing a violent virtual re...
Staple research methods in criminology, such as interviews, surveys, and official registration data,...
The purpose of this research was to illustrate the broad usefulness of simple video-game-based virtu...
Objectives: This study proposes an alternative hypothetical scenario method capitalizing on the pote...
The purpose of this research was to illustrate the broad usefulness of simple video-game-based virtu...
This study was conducted to analyze the short-term effects of violent electronic games, played with ...