Reexamining the Findings of the American Psychological Association’s 2015 Task Force on Violent Media
A Meta-Analysis
Bibliographic Data
| ID | 21786433 |
|---|---|
| Authors | Christopher J Ferguson (0000-0003-0986-7519, Stetson University), Allen Copenhaver (0000-0002-2547-5083, Criminal Justice, Lindsey Wilson College), Patrick Markey (Villanova University) |
| Year | 2020 |
| Volume | 15 |
| Issue | 6 |
| Pages | 1423-1443 |
| Publication date | 2020-11-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Perspectives on Psychological Science (JOURNAL) |
| Journal identifiers | ISSN: 1745-6916 • E-ISSN: 1745-6924 |
| Publisher | SAGE Publications (PUBLISHER • US) |
| DOI | 10.1177/1745691620927666 |
| Language | EN |
| Citations received | 23 |
| References cited | 78 |
In 2015, the American Psychological Association (APA) released a task-force technical report on video-game violence with a concurrent resolution statement linking violent games to aggression but not violent crime. The task-force report has proven to be controversial; many scholars have criticized language implying conclusive evidence linking violent games to aggression as well as technical concerns regarding the meta-analysis that formed the basis of the technical report and resolution statement. In the current article, we attempt a reevaluation of the 2015 technical report meta-analysis. The intent of this reevaluation was to examine whether the data foundations behind the APA’s resolution on video-game violence were sound. Reproducing the original meta-analysis proved difficult because some studies were included that did not appear to have relevant data, and many other available studies were not included. The current analysis revealed negligible relationships between violent games and aggressive or prosocial behavior, small relationships with aggressive affect and cognitions, and stronger relationships with desensitization. However, effect sizes appeared to be elevated because of non-best-practices and researcher-expectancy effects, particularly for experimental studies. It is concluded that evidence warrants a more cautious interpretation of the effects of violent games on aggression than provided by the APA technical report or resolution statement
Evolutionary Perspectives on Religion and Violence
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Does violence in video games impact aggression and empathy? A longitudinal study of Czech adolescents to differentiate within- and between-person effects
Fear within the Frames
Violent media use and aggression
Support of Restricting—and Specific Presumed Effects of—Violent Media Content Primarily Reflect the Motive to Protect Oneself from Physical Threats
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Social change, cultural resistance
The well-being of gamers, video game players, and non-players
Does aggressive commentary by streamers during violent video game affect state aggression in adolescents
Peer relationships and aggressive behaviour in adolescents
An umbrella review of the benefits and risks associated with youths’ interactions with electronic screens
Violence, Hate Speech, and Discrimination in Video Games
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Who is Most at Risk for Developing Physical Aggression After Playing Violent Video Games? An Individual Differences Perspective From Early Adolescence to Emerging Adulthood
Do Fans of Violent Stories Show a Higher Potential for Creative Harm? True Crime as a Stimulating Environment for Malevolent Creativity
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Violent video game engagement is not associated with adolescents' aggressive behaviour
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Metaanalysis of the relationship between violent video game play and physical aggression over time
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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
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Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries
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Violent video games and physical aggression
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Comparing apples and oranges? Evidence for pace of action as a confound in research on digital games and aggression
Impersonal agencies of communication
Violent video games and real-world violence
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Violent video games and aggressive behavior in young women
The Impact of Degree of Exposure to Violent Video Games, Family Background, and Other Factors on Youth Violence
Video Gaming and Children’s Psychosocial Wellbeing
Aggressive Video Games are Not a Risk Factor for Future Aggression in Youth
Video Games and Youth Violence
Does playing video games with violent content temporarily increase aggressive inclinations? A pre-registered experimental study
Statistical methods in psychology journals
Competence-impeding electronic games and players’ aggressive feelings, thoughts, and behaviors
Perceived crisis and reforms
The association between adolescent well-being and digital technology use
Overstated evidence for short-term effects of violent games on affect and behavior
| Unique citing works | 23 |
|---|---|
| Citations per year | 3,83 |
| Citation span | 2020 - 2026 (7) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 23 |