Zusammenfassung. Obwohl die Gewalt in Computer- und Videospielen seit geraumer Zeit öffentlich debattiert wird, liegen bislang nur ungenügende theoretische Ansätze und empirische Studien zur medienpsychologischen Klärung möglicher aggressionsförderlicher ...
Violent video games and aggressive behavior in adolescenceAbstract. Research shows that violent behavior increases among adolescents who are often exposed to violent video games. The General-Aggression-Model (GAM) explains this relation with an ...
In this commentary, we first analyze Elson and Ferguson’s (2013) attempt to offer a theory that would explain why exposure to family, community, school, and media violence could be related to increased aggression, but not cause such aggression. We ...
In this comment on Elson and Ferguson (2013), areas of agreement are noted in terms of the need to thoroughly and scientifically document the boundary conditions under which violent video games most impact players. However it is argued, in contrast to ...
This study assesses the impact of violent video game content on players’ game performance. According to the desensitization hypothesis (Carnagey, Anderson, & Bushman, 2007), violent content may elicit negative affective responses and inhibitions, which in ...
Previous studies have shown that violent video games prime aggressive thoughts and concepts. Interestingly, positively valenced test stimuli are rarely used in this field, though they might provide useful information on the nature of the emotional ...
In contrast to research on the communication of “hard” sciences (e.g., nanotechnology), research on public assessments of social science’s role in media discourse is rare. Extending previous work on how the general audience perceives and assesses the ...