The overarching aim of this thesis was to explore the relationships between violent video games (VVGs), moral reasoning about violence, empathy and aggression. This was achieved through a systematic review, psychometric critique, empirical study and a single case study. A systematic review of the association between violent video games exposure (VVGE) and moral development suggested a knowledge gap in the relationship between VVGs and moral reasoning. It also highlighted potential difficulties in measuring moral reasoning as a global construct. Hence, a more specific aspect of moral reasoning was examined in this thesis-moral reasoning about justified and unjustified violence. Acritique of the Moral Interpretations of Interpersonal Violence...
The aim of this study was to construct a closed-end measure of moral reasoning on interpersonal viol...
The high levels of violence in video games have often been linked to an apparent decrease in empathy...
How do violent videogames, as entertainment products, communicate violence in the context of warfare...
The overarching aim of this thesis was to explore the relationships between violent video games (VVG...
A divide exists in the video game effects literature, such that one branch of research indicates har...
A divide exists in the video game effects literature, such that one branch of research indicates har...
Moral development is a prominent part of cognitive psychology; it includes how and why different eth...
Over the past 30 years, video games have become an important part of contemporary global entertainme...
Research on video game violence has focused on the impact of aggression, but has so far neglected th...
Over the past 30 years, video games have become an important part of contemporary global entertainme...
Over the past 30 years, video games have become an important part of contemporary global entertainme...
Assuming that violent computer games influence gamers’ moral reasoning is still a controversial as...
The purpose of this thesis is to address the question of whether the actions a player performs withi...
The purpose of this thesis is to address the question of whether the actions a player performs withi...
According to the General Aggression Model, situational factors (such as the game characters) and per...
The aim of this study was to construct a closed-end measure of moral reasoning on interpersonal viol...
The high levels of violence in video games have often been linked to an apparent decrease in empathy...
How do violent videogames, as entertainment products, communicate violence in the context of warfare...
The overarching aim of this thesis was to explore the relationships between violent video games (VVG...
A divide exists in the video game effects literature, such that one branch of research indicates har...
A divide exists in the video game effects literature, such that one branch of research indicates har...
Moral development is a prominent part of cognitive psychology; it includes how and why different eth...
Over the past 30 years, video games have become an important part of contemporary global entertainme...
Research on video game violence has focused on the impact of aggression, but has so far neglected th...
Over the past 30 years, video games have become an important part of contemporary global entertainme...
Over the past 30 years, video games have become an important part of contemporary global entertainme...
Assuming that violent computer games influence gamers’ moral reasoning is still a controversial as...
The purpose of this thesis is to address the question of whether the actions a player performs withi...
The purpose of this thesis is to address the question of whether the actions a player performs withi...
According to the General Aggression Model, situational factors (such as the game characters) and per...
The aim of this study was to construct a closed-end measure of moral reasoning on interpersonal viol...
The high levels of violence in video games have often been linked to an apparent decrease in empathy...
How do violent videogames, as entertainment products, communicate violence in the context of warfare...