Advanced Search

Journal Navigation

Journal Home

Subscriptions

Archive

Contact Us

Table of Contents

Click here for more information

CiteULike is a free service for managing and discovering scholarly references - click here to get started.

Sign In to gain access to subscriptions and/or personal tools.
Simulation & Gaming
This Article
Right arrow Full Text (PDF)
Right arrow All Versions of this Article:
1046878108327539v1
40/3/377    most recent
Right arrow References
Right arrow Alert me when this article is cited
Right arrow Alert me if a correction is posted
Right arrow Citation Map
Services
Right arrow Email this article to a friend
Right arrow Similar articles in this journal
Right arrow Alert me to new issues of the journal
Right arrow Add to Saved Citations
Right arrow Download to citation manager
Right arrowRequest Permissions
Right arrow Request Reprints
Right arrow Add to My Marked Citations
Citing Articles
Right arrow Citing Articles via Scopus
Google Scholar
Right arrow Articles by Barlett, C. P.
Right arrow Articles by Swing, E. L.
Social Bookmarking
 Add to CiteULike   Add to Complore   Add to Connotea   Add to Del.icio.us   Add to Digg   Add to Reddit   Add to Technorati   Add to Twitter  
What's this?

Video Game Effects—Confirmed, Suspected, and Speculative

A Review of the Evidence

Christopher P. Barlett

Iowa State University, USA, cpb6666{at}iastate.edu

Craig A. Anderson

Iowa State University, USA, caa{at}iastate.edu

Edward L. Swing

Iowa State University, USA, eswing{at}iastate.edu

This literature review focuses on the confirmed, suspected, and speculative effects of violent and non-violent video game exposure on negative and positive outcomes. Negative outcomes include aggressive feelings, aggressive thoughts, aggressive behavior, physiological arousal, and desensitization, whereas positive outcomes include various types of learning. Multiple theories predict, and empirical findings reveal, that violent video game exposure is causally related to a host of negative outcomes and a few positive outcomes. Some non-violent video games have been causally related to some specific positive learning effects as well as certain types of visual cognition (e.g., spatial rotation abilities) and may be associated with some negative effects on executive control and attention disorders.

Key Words: aggression • computer games • desensitization • General Aggression Model • General Learning Model • learning • negative effects • positive effects • prosocial effects • video games • violence • visual cognition

This version was published on June 1, 2009

Simulation & Gaming, Vol. 40, No. 3, 377-403 (2009)
DOI: 10.1177/1046878108327539


Add to CiteULike CiteULike   Add to Complore Complore   Add to Connotea Connotea   Add to Del.icio.us Del.icio.us   Add to Digg Digg   Add to Reddit Reddit   Add to Technorati Technorati   Add to Twitter Twitter    What's this?