The Effects of Video Games on Aggression, Sociality, and Affect: A Meta-analytic Study |
Lee, Eun-Ha
(고려대학교 지혜과학연구센터)
Kang, Jinwon (고려대학교 심리학과) Kim, Jeahong (고려대학교 심리학과) Ahn, Joohee (고려대학교 심리학과) Kang, Kathleen Gwi-Young (고려대학교 심리학과) Kim, Joonwoo (고려대학교 심리학과) Lee, Solbin (고려대학교 심리학과) Jo, Seonghak (고려대학교 심리학과) Nam, Kichun (고려대학교 심리학과) |
1 | Ferguson, C. J., & Colwell, J. (2018). A meaner, more callous digital world for youth? The relationship between violent digital games, motivation, bullying, and civic behavior among children. Psychology of Popular Media Culture, 7(3), 202. DOI: 10.1037/ppm0000128 DOI |
2 | Jackson, L. A., Von Eye, A., Witt, E. A., Zhao, Y., & Fitzgerald, H. E. (2011). A longitudinal study of the effects of Internet use and videogame playing on academic performance and the roles of gender, race and income in these relationships. Computers in Human Behavior, 27(1), 228-239. DOI: 10.1016/j.chb.2010.08.001 DOI |
3 | Karch, D., Albers, L., Renner, G., Lichtenauer, N., & von Kries, R. (2013). The efficacy of cognitive training programs in children and adolescents: A meta-analysis. Deutsches Arzteblatt International, 110(39), 643. DOI: 10.3238/arztebl.2013.0643 DOI |
4 | Kim, S. J. & Chung, I. J. (2016). The effects of computer, video game, smartphone use on the depression/anxiety and aggression of preschool children. Journal of Korean Council for Children & Right, 20(2), 157-176. DOI: 10.21459/kccr.2016.20.2.177 DOI |
5 | Ferguson, C. J. (2010). Blazing angels or resident evil? Can violent video games be a force for good? Review of General Psychology, 14(2), 68-81. DOI: 10.1037/a0018941 DOI |
6 | Pustejovsky, J. (2019). clubSandwich: Cluster-robust (sandwich) variance estimators with small-sample corrections. R package version 0.3.3. https://CRAN.R-project.org/package=clubSandwich. |
7 | R Core Team. (2019). R: A language and environment for statistical computing. Vienna, Austria: R Foundation for Statistical Computing. |
8 | Rhee, S. H., & Waldman, I. D. (2002). Genetic and environmental influences on antisocial behavior: A metaanalysis of twin and adoption studies. Psychological Bulletin, 128(3), 490. DOI: 10.1037/0033-2909.128.3.490 DOI |
9 | Rosenberg, M. S. (2005). The file-drawer problem revisited: A general weighted method for calculating fail-safe numbers in meta analysis. Evolution, 59(2), 464-468. DOI: 10.1111/j.0014-3820.2005.tb01004.x DOI |
10 | Rosenthal, R. (1979). The "file drawer problem" and tolerance for null results. Psychological Bulletin, 86(3), 638-641. DOI: 10.1037/0033-2909.86.3.638 DOI |
11 | Peters, J. L., Sutton, A. J., Jones, D. R., Abrams, K. R., & Rushton, L. (2008). Contour-enhanced meta-analysis funnel plots help distinguish publication bias from other causes of asymmetry. Journal of Clinical Epidemiology, 61(10), 991-996. DOI: 10.1016/j.jclinepi.2007.11.010 DOI |
12 | Saleem, M., Anderson, C. A., & Gentile, D. A. (2012a). Effects of prosocial, neutral, and violent video games on children's helpful and hurtful behaviors. Aggressive Behavior, 38(4), 281-287. DOI: 10.1002/ab.21428 DOI |
13 | Savage, J. (2004). Does viewing violent media really cause criminal violence? A methodological review. Aggression and Violent Behavior, 10(1), 99-128. DOI: 10.1016/j.avb.2003.10.001 DOI |
14 | Sestir, M. A., & Bartholow, B. D. (2010). Violent and nonviolent video games produce opposing effects on aggressive and prosocial outcomes. Journal of Experimental Social Psychology, 46(6), 934-942. DOI: 10.1016/j.jesp.2010.06.005 DOI |
15 | Staude-Muller, F., Bliesener, T., & Luthman, S. (2008). Hostile and hardened? An experimental study on (de-) sensitization to violence and suffering through playing video games. Swiss Journal of Psychology, 67(1), 41-50. DOI: 10.1024/1421-0185.67.1.41 DOI |
16 | Valadez, J. J., & Ferguson, C. J. (2012). Just a game after all: Violent video game exposure and time spent playing effects on hostile feelings, depression, and visuospatial cognition. Computers in Human Behavior, 28(2), 608-616. DOI: 10.1016/j.chb.2011.11.006 DOI |
17 | van Houwelingen, H. C., Arends, L. R., & Stijnen, T. (2002). Advanced methods in meta-analysis: Multi-variate approach and meta-regression. Statistics in Medicine, 21(4), 589-624. DOI: 10.1002/sim.1040 DOI |
18 | Viechtbauer, W. (2010). Conducting meta-analyses in R with the metafor package. Journal of Statistical Software, 36(3), 1-48. DOI: 10.18637/jss.v036.i03 DOI |
19 | Whang, S. M., Kim, Y. K., & Im, J. H. (2004). The online game world as a product and the behavioral characteristics of online game consumers as role player. Science of Emotion & Sensibility, 7(3), 37-50. |
20 | von Salisch, M., Vogelgesang, J., Kristen, A., & Oppl, C. (2011). Preference for violent electronic games and aggressive behavior among children: The beginning of the downward spiral? Media Psychology, 14(3), 233-258. DOI: 10.1080/15213269.2011.596468 DOI |
21 | Statistics Korea, & Ministry of Gender Equality and Family. (2019). 2019 Statistics on the youth. Retrieved January 30, 2020, from http://m.kostat.go.kr/board/file_dn.jsp?aSeq=374490&ord=8 |
22 | Adachi, P. J., & Willoughby, T. (2011b). The effect of violent video games on aggression: Is it more than just the violence? Aggression and Violent Behavior, 16(1), 55-62. DOI: 10.1016/j.avb.2010.12.002 DOI |
23 | Ahn, E. K., Yoon, H. Y., & Kwon, J. H. (2008). The effect of violent online games and aggressive personality traits on aggressive behavior. Korean Journal of Clinical Psychology, 27(2), 355-371. DOI: 10.15842/kjcp.2008.27.2.001 DOI |
24 | Anderson, C. A., & Bushman, B. J. (2002). The effects of media violence on society. Science, 295(5564), 2377-2379. DOI: 10.1126/science.1070765 DOI |
25 | Begg, C. B., & Mazumdar, M. (1994). Operating characteristics of a rank correlation test for publication bias. Biometrics, 50(4), 1088-1101. DOI: 10.2307/2533446 DOI |
26 | Anderson, C. A., Sakamoto, A., Gentile, D. A., Ihori, N., Shibuya, A., Yukawa, S., ... & Kobayashi, K. (2008). Longitudinal effects of violent video games on aggression in Japan and the United States. Pediatrics, 122(5), e1067-e1072. DOI: 10.1542/peds.2008-1425xt DOI |
27 | Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., ... & 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. DOI: 10.1037/a0018251 DOI |
28 | Baron R., & Richardson, D. (1994). Human aggression. New York, NY: Plenum. |
29 | Berkey, C. S., Hoaglin, D. C., Antczak-Bouckoms, A., Mosteller, F., & Colditz, G. A. (1998). Meta-analysis of multiple outcomes by regression with random effects. Statistics in Medicine, 17(22), 2537-2550. DOI: 10.1002/(SICI)1097-0258(19981130)17:22 DOI |
30 | Boot, W. R., Blakely, D. P., & Simons, D. J. (2011). Do action video games improve perception and cognition? Frontiers in Psychology, 2, 226. DOI: 10.3389/fpsyg.2011.00226 DOI |
31 | Bushman, B. J., & Anderson, C. A. (2002). Violent video games and hostile expectations: A test of the general aggression model. Personality and Social Psychology Bulletin, 28(12), 1679-1686. DOI: 10.1177/014616702237649 DOI |
32 | Lee, S. J., & Jung, E. J. (2019). The impact of psychological factors, game efficacy and game motivation and on adolescent's game leadership: Focus on MOBA genre players. Asia-pacific Journal of Multimedia Services Convergent with Art, Humanities, and Sociology, 9(6), 341-352. DOI: 10.35873/ajmahs.2019.9.6.033 DOI |
33 | Allahverdipour, H., Bazargan, M., Farhadinasab, A., & Moeini, B. (2010). Correlates of video games playing among adolescents in an Islamic country. BMC Public Health, 10(1), 286. DOI: 10.1186/1471-2458-10-286 DOI |
34 | Gentile, D. A., Anderson, C. A., Yukawa, S., Ihori, N., Saleem, M., Ming, L. K., ... & Rowell Huesmann, L. (2009). The effects of prosocial video games on prosocial behaviors: International evidence from correlational, longitudinal, and experimental studies. Personality and Social Psychology Bulletin, 35(6), 752-763. DOI: 10.1177/0146167209333045 DOI |
35 | Greitemeyer, T., & Mugge, D. O. (2014). Video games do affect social outcomes: A meta-analytic review of the effects of violent and prosocial video game play. Personality and Social Psychology Bulletin, 40(5), 578-589. DOI: 10.1177/0146167213520459 DOI |
36 | Diaz, R. L., Wong, U., Hodgins, D. C., Chiu, C. G., & Goghari, V. M. (2016). Violent video game players and non players differ on facial emotion recognition. Aggressive Behavior, 42(1), 16-28. DOI: 10.1002/ab.21602 DOI |
37 | Konstantopoulos, S. (2011). Fixed effects and variance components estimation in three-level meta-analysis. Research Synthesis Methods, 2(1), 61-76. DOI: 10.1002/jrsm.35 DOI |
38 | Borenstein, M., Hedges, L. V., Higgins, J. P., & Rothstein, H. R. (2011). Introduction to meta-analysis. Chichester, UK: John Wiley & Sons. |
39 | Kuhn, S., Kugler, D. T., Schmalen, K., Weichenberger, M., Witt, C., & Gallinat, J. (2019). Does playing violent video games cause aggression? A longitudinal intervention study. Molecular Psychiatry, 24(8), 1220-1234. DOI: 10.1038/s41380-018-0031-7 DOI |
40 | Lee, S. H., & Kim, E. M. (2012). The effect of MMORPG gamers motivation and frustration leading to the aggressive behavior. Korean Journal of Journalism & Communication Studies, 56(3), 266-291. |
41 | Ludecke, D. (2018). esc: Effect size computation for meta analysis. R package version 0.4.1, https://CRAN.R-project.org/package=esc. |
42 | Korea Creative Content Agency. (2019). 2018 White paper on Korean games. Naju: Korea Creative Content Agency. |
43 | Newzoo. (2019). 2019 Global games market report. Retrieved December 23, 2019, from https://newzoo.com/insights/trend-reports/newzooglobal-games-market-report-2019-light-version/ |
44 | Niv, S., Tuvblad, C., Raine, A., & Baker, L. A. (2013). Aggression and rule-breaking: Heritability and stability of antisocial behavior problems in childhood and adolescence. Journal of Criminal Justice, 41(5), 285-291. DOI: 10.1016/j.jcrimjus.2013.06.014 DOI |
45 | Orwin, R. G. (1983). A fail-safe N for effect size in metaanalysis. Journal of Educational Statistics, 8(2), 157-159. DOI: 10.3102/10769986008002157 DOI |
46 | Saleem, M., Anderson, C. A., & Gentile, D. A. (2012b). Effects of prosocial, neutral, and violent video games on college students' affect. Aggressive Behavior, 38(4), 263-271. DOI: 10.1002/ab.21428 DOI |
47 | Beaver, K. M., Connolly, E. J., Schwartz, J. A., Al-Ghamdi, M. S., & Kobeisy, A. N. (2013). Genetic and environmental contributions to stability and change in levels of self-control. Journal of Criminal Justice, 41(5), 300-308. DOI: 10.1016/j.jcrimjus.2013.07.003 DOI |
48 | Lin, Y. H. (2011). The relationship between violent motion-sensing video games and aggression in Taiwanese children. Unpublished doctoral dissertation, University of Alabama, Tuscaloosa. |
49 | Anderson, C. A., & Carnagey, N. L. (2009). Causal effects of violent sports video games on aggression: Is it competitiveness or violent content? Journal of Experimental Social Psychology, 45(4), 731-739. DOI: 10.1016/j.jesp.2009.04.019 DOI |
50 | Cohen, S. (1972). Folk devils and moral panics. London: MacGibbon and Kee. |
51 | Woolley, J. D., & Van Reet, J. (2006). Effects of context on judgments concerning the reality status of novel entities. Child Development, 77(6), 1778-1793. DOI: 10.1111/j.1467-8624.2006.00973.x DOI |
52 | Savage, J., & Yancey, C. (2008). The effects of media violence exposure on criminal aggression: A meta-analysis. Criminal Justice and Behavior, 35(6), 772-791. DOI: 10.1177/0093854808316487 DOI |
53 | Holtz, P., & Appel, M. (2011). Internet use and video gaming predict problem behavior in early adolescence. Journal of Adolescence, 34(1), 49-58. DOI: 10.1016/j.adolescence.2010.02.004 DOI |
54 | Jung, J. H., Park, J. H., & Lim, Y. M. (2014). The Effects of violent internet game usage and game overindulgence on aggressive behavior in rlementary school-aged boys. Korean Journal of Child Studies, 35(4), 41-59. DOI: 10.5723/KJCS.2014.35.4.41 DOI |
55 | Wang, P., Liu, H. H., Zhu, X. T., Meng, T., Li, H. J., & Zuo, X. N. (2016). Action video game training for healthy adults: A meta-analytic study. Frontiers in Psychology, 7, 907. DOI: 10.3389/fpsyg.2016.00907 DOI |
56 | Willoughby, T. (2008). A short-term longitudinal study of Internet and computer game use by adolescent boys and girls: Prevalence, frequency of use, and psychosocial predictors. Developmental Psychology, 44(1), 195-204. DOI: 10.1037/0012-1649.44.1.195 DOI |
57 | Hedges, L. V. (1981). Distribution theory for Glass's estimator of effect size and related estimators. Journal of Educational Statistics, 6(2), 107-128. DOI: 10.3102/10769986006002107 DOI |
58 | DeWall, C. N., Anderson, C. A., & Bushman, B. J. (2011). The general aggression model: Theoretical extensions to violence. Psychology of Violence, 1(3), 245. DOI: 10.1037/a0023842 DOI |
59 | Wickham, H. (2016). ggplot2: Elegant graphics for data analysis. New York, NY: Springer-Verlag. |
60 | Connolly, T. M., Boyle, E. A., MacArthur, E., Hainey, T., & Boyle, J. M. (2012). A systematic literature review of empirical evidence on computer games and serious games. Computers & Education, 59(2), 661-686. DOI: 10.1016/j.compedu.2012.03.004 DOI |
61 | Ferguson, C. J. (2007a). Evidence for publication bias in video game violence effects literature: A meta-analytic review. Aggression and Violent Behavior, 12(4), 470-482. DOI: 10.1016/j.avb.2007.01.001 DOI |
62 | Ferguson, C. J. (2007b). The good, the bad and the ugly: A meta-analytic review of positive and negative effects of violent video games. Psychiatric Quarterly, 78(4), 309-316. DOI: 10.1007/s11126-007-9056-9 DOI |
63 | Ferguson, C. J. (2011). Video games and youth violence: A prospective analysis in adolescents. Journal of Youth and Adolescence, 40(4), 377-391. DOI: 10.1007/s10964-010-9610-x DOI |
64 | Ferguson, C. J. (2015). Do angry birds make for angry children? A meta-analysis of video game influences on children's and adolescents' aggression, mental health, prosocial behavior, and academic performance. Perspectives on Psychological Science, 10(5), 646-666. DOI: 10.1177/1745691615592234 DOI |
65 | Ferguson, C. J., & Garza, A. (2011). Call of (civic) duty: Action games and civic behavior in a large sample of youth. Computers in Human Behavior, 27(2), 770-775. DOI: 10.1016/j.chb.2010.10.026 DOI |
66 | Adachi, P. J., & Willoughby, T. (2011a). The effect of video game competition and violence on aggressive behavior: Which characteristic has the greatest influence? Psychology of Violence, 1(4), 259. DOI: 10.1037/a0024908 DOI |