effects of computer games

Cards (4)

  • Bartholomew and Anderson (2002): Students played either a violent computer game or a non-violent game for 10 minutes. They then carried out the Taylor Competitive Reaction Time Task (TCRTT), a standard lab measure of aggression in which the students delivered blasts of white noise at chosen volumes to punish a (non-existing) control group
  • Delisi et al (2013): Studied 227 juvenile offenders all with histories of serious aggressive behaviours, e.g hitting a teacher of gang fighting. Using structured interviews, they gathered data on several measures of aggression and violent computer game playing. Found significant correlation between aggressive behaviour, how often they play violent video games, and how much they enjoy playing them
  • Robertson et al (2013): longitudinal study of 1037 people born in New Zealand in 1972/73 and measured their TV viewing hours at regular intervals up to the age of 26. Found TV time was a reliable prediction of aggressive behaviour in adulthood, measured by convictions for aggressive crimes. Those who watched the most TV were more likely to be diagnosed with antisocial personality disorder
  • Anderson et al (2010) performed a meta-analysis of 136 studies which included different types of methodology (lab, correlational, longitudinal). Found exposure to violent computer games was associated with an increase in aggressive behaviours, thoughts and feelings. Findings were true for both males and females across collectivist and individualist cultures. Particularly significant results were found in high quality studies. Analysis also showed there was no indication of publication bias.