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Increasing Violence Connected to Violent Video Games By Cynthia Stephenson Argosy University

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Literature Review Powerpoint

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Page 1: Au Psy492 M7 A2 Power Point Stephenson C

Increasing Violence Connected to Violent

Video Games

By

Cynthia StephensonArgosy University

Page 2: Au Psy492 M7 A2 Power Point Stephenson C

Introduction ofthe hypothesis

Statement of the hypothesis

Behavior & personality traits

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Hypothesis SupportAnderson & Ford study

a. Findings of aggression increasing from violent video games

b. Strengths and limitations

Bushman & Anderson study, Anderson & Morrow study, Ballard & West study

a. Findings of aggression increasing from violent video games

b. Strengths and limitations

Page 4: Au Psy492 M7 A2 Power Point Stephenson C

Bartholow & Anderson study, Anderson & Murphy study, Anderson & Dill study

a. Findings of aggression increasing from violent video gamesb. Strengths and limitations

Bailey, West, & Anderson study, Anderson & Bushman study, Anderson, Shibuya, Ihori, Swing, Bushman, Sakamoto, Rothstein &

Saleem study, Barlett, Anderson, & Swing, study

a. Findings of aggression increasing from violent video gamesb. Strengths and limitations

Page 5: Au Psy492 M7 A2 Power Point Stephenson C

Hypothesis Unsupported

Ferguson, Rueda, Cruz, Ferguson, Fritz, & Smith study

a. Findings of aggression increasing from violent video gamesb. Strengths and limitations

Page 6: Au Psy492 M7 A2 Power Point Stephenson C

Conclusion

What contributions does the literature have to help

with the hypothesis?

Page 7: Au Psy492 M7 A2 Power Point Stephenson C

a. Short-term Effects

b. Long-term Effects

Page 8: Au Psy492 M7 A2 Power Point Stephenson C

Are the findings significant to make a

determination?

Page 9: Au Psy492 M7 A2 Power Point Stephenson C

Further ResearchNeeded

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References: Anderson, C, & Bushman, B. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: a meta-analytic review of the scientific literature. Psychological Science, 12, 353-359. Anderson, C., & Dill, K. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78(4), 772-790. doi: 1031037//0022- 3514.78.4.772 Anderson, C., & Ford, C. (1986). Affect of the game player: short-term effects of highly and mildly aggressive video games. Personality and Social Psychology Bulletin, 12(4),. 390-402. Anderson, C., & Morrow, M. (1995). Competitive aggression without interaction: effects of competitive versus cooperative instructions on aggressive behavior in video games. Personality and Social Psychology Bulletin, 21(10), 1020-1030. Anderson, C., & Murphy, C. (2003). Violent video games and aggressive behavior in young women. Aggressive behavior, 29, 423-429. Anderson, C., Shibuya, A., Ihori, N., Swing, E., Bushman, B., Sakamoto, A., Rothstein, H., & Saleem, M. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: A meta-analytic review. Psychological Bulletin. 136(2), 151-173. doi: 10.1037/a0018251 Bailey, K., West, R. & Anderson, C. (2011). The association between chronic exposure to video . Game violence

and affective picture processing: an ERP study. Cognitive Affect Behavior Neuroscience, 11, 259-276.

 

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References Continued Ballard, M, & Weist, J. (1996). Mortal kombat: the effects of violent video game play on males hostility and cardiovascular responding. Journal of Applied Social Psychology, 26, 717-730. Barlett, C., Anderson, C., & Swing, E. (2009). Video game effects-confirmed, suspected, and speculative: a review of the evidence. Simulation & Gaming, 40(3), 377-403. Bartholow, B., & Anderson, C. (2002). Effects of violent video games on aggressive behavior: potential sex differences. Journal of Experimental Social Psychology, 38, 283-290. doi: 10.1006/jesp.2001.1502 Bushman, B., & Anderson, C., (2001). Media violence and the American public: scientific facts versus media misinformation. American Psychologist, 56, 477-489. Bushman, B., & Anderson, C. (2002). Violent video games and hostile expectations: a test of the general aggression model. Personality and Social Psychology Bulletin, 28(12), 1679-1686. Dowd, N., Singer, D., & Wilson, R. (2006). Handbook of children, culture, and violence. Thousand Oaks, California: Sage Publications, Inc. Ferguson, C., Rueda, S., Cruz, A., Ferguson, D., Fritz, S., & Smith, S. (2008). Violent video games and aggression: causal relationship or byproduct of family violence and intrinsic violence motivation? Criminal Justice and Behavior, 35(3), 311-332 doi: 10.1177?0093854807311719 Markey, P. & Markey, C. (2010). Vulnerability to violent video games: a review and integration of personality research. Review of General Psychology, 14(2), 82-91. doi: 10.1037/a0019000 U.S. Department of Justice. (1991). Uniform crime reports: 1990, crime in the United States. Washington, DC: Federal Bureau of Investigation.