The Good, The Bad and the Ugly: A Meta-analytic Review of Positive and Negative Effects of Violent Video Games

The Good, The Bad and the Ugly: A Meta-analytic Review of Positive and Negative Effects of... Objective Video game violence has become a highly politicized issue for scientists and the general public. There is continuing concern that playing violent video games may increase the risk of aggression in players. Less often discussed is the possibility that playing violent video games may promote certain positive developments, particularly related to visuospatial cognition. The objective of the current article was to conduct a meta-analytic review of studies that examine the impact of violent video games on both aggressive behavior and visuospatial cognition in order to understand the full impact of such games. Methods A detailed literature search was used to identify peer-reviewed articles addressing violent video game effects. Effect sizes r (a common measure of effect size based on the correlational coefficient) were calculated for all included studies. Effect sizes were adjusted for observed publication bias. Results Results indicated that publication bias was a problem for studies of both aggressive behavior and visuospatial cognition. Once corrected for publication bias, studies of video game violence provided no support for the hypothesis that violent video game playing is associated with higher aggression. However playing violent video games remained related to higher visuospatial cognition (r x = 0.36). Conclusions Results from the current analysis did not support the conclusion that violent video game playing leads to aggressive behavior. However, violent video game playing was associated with higher visuospatial cognition. It may be advisable to reframe the violent video game debate in reference to potential costs and benefits of this medium. http://www.deepdyve.com/assets/images/DeepDyve-Logo-lg.png Psychiatric Quarterly Springer Journals

The Good, The Bad and the Ugly: A Meta-analytic Review of Positive and Negative Effects of Violent Video Games

Loading next page...
 
/lp/springer_journal/the-good-the-bad-and-the-ugly-a-meta-analytic-review-of-positive-and-0reQxR0gP4
Publisher
Springer US
Copyright
Copyright © 2007 by Springer Science+Business Media, LLC
Subject
Medicine & Public Health; Psychiatry; Public Health; Sociology, general
ISSN
0033-2720
eISSN
1573-6709
D.O.I.
10.1007/s11126-007-9056-9
Publisher site
See Article on Publisher Site

Abstract

Objective Video game violence has become a highly politicized issue for scientists and the general public. There is continuing concern that playing violent video games may increase the risk of aggression in players. Less often discussed is the possibility that playing violent video games may promote certain positive developments, particularly related to visuospatial cognition. The objective of the current article was to conduct a meta-analytic review of studies that examine the impact of violent video games on both aggressive behavior and visuospatial cognition in order to understand the full impact of such games. Methods A detailed literature search was used to identify peer-reviewed articles addressing violent video game effects. Effect sizes r (a common measure of effect size based on the correlational coefficient) were calculated for all included studies. Effect sizes were adjusted for observed publication bias. Results Results indicated that publication bias was a problem for studies of both aggressive behavior and visuospatial cognition. Once corrected for publication bias, studies of video game violence provided no support for the hypothesis that violent video game playing is associated with higher aggression. However playing violent video games remained related to higher visuospatial cognition (r x = 0.36). Conclusions Results from the current analysis did not support the conclusion that violent video game playing leads to aggressive behavior. However, violent video game playing was associated with higher visuospatial cognition. It may be advisable to reframe the violent video game debate in reference to potential costs and benefits of this medium.

Journal

Psychiatric QuarterlySpringer Journals

Published: Oct 4, 2007

References

  • Computer game playing in adolescence: Prevalence and demographic indicators
    Griffiths, M; Hunt, N

You’re reading a free preview. Subscribe to read the entire article.


DeepDyve is your
personal research library

It’s your single place to instantly
discover and read the research
that matters to you.

Enjoy affordable access to
over 12 million articles from more than
10,000 peer-reviewed journals.

All for just $49/month

Explore the DeepDyve Library

Unlimited reading

Read as many articles as you need. Full articles with original layout, charts and figures. Read online, from anywhere.

Stay up to date

Keep up with your field with Personalized Recommendations and Follow Journals to get automatic updates.

Organize your research

It’s easy to organize your research with our built-in tools.

Your journals are on DeepDyve

Read from thousands of the leading scholarly journals from SpringerNature, Elsevier, Wiley-Blackwell, Oxford University Press and more.

All the latest content is available, no embargo periods.

See the journals in your area

DeepDyve Freelancer

DeepDyve Pro

Price
FREE
$49/month

$360/year
Save searches from
Google Scholar,
PubMed
Create lists to
organize your research
Export lists, citations
Read DeepDyve articles
Abstract access only
Unlimited access to over
18 million full-text articles
Print
20 pages/month
PDF Discount
20% off