Edward L Swing
Biographic Data
| ID | 6110680 |
|---|---|
| NAME | Edward L Swing |
| GIVEN NAMES | Edward L |
| FAMILY NAME | Swing |
| SIGNATURE | SWING E L |
| AFFILIATIONS | Iowa State University |
| ORCID | 0000-0001-7883-4417 |
| VERIFIED | Yes |
| TOTAL WORKS | 7 |
| TOTAL CITATIONS | 23 |
| WORKS AS AUTHOR | 7 |
| WORKS AS EDITOR | 0 |
| FIRST PUBLICATION YEAR | 2010 |
| LATEST PUBLICATION YEAR | 2020 |
| H-INDEX | 2 |
The Contrasting Effects of an Action Video Game on Visuo-Spatial Processing and Proactive Cognitive Control
First person shooter or action video games represent one of the most popular genres within the gaming industry. Studies reveal that action gaming experience leads to enhancements of visuo-spatial processing. In contrast, some correlational evidence reveals that experience with action video games may be associated with reduced proactive cognitive control. The two primary goals of the current study were to test the causal nature of the effect of ac…
Long-Term Relations Among Prosocial-Media Use, Empathy, and Prosocial Behavior
Despite recent growth of research on the effects of prosocial media, processes underlying these effects are not well understood. Two studies explored theoretically relevant mediators and moderators of the effects of prosocial media on helping. Study 1 examined associations among prosocial- and violent-media use, empathy, and helping in samples from seven countries. Prosocial-media use was positively associated with helping. This effect was mediat…
Differential neural recruitment during violent video game play in violent- and nonviolent-game players
A controversy exists about the effects of violent video game play, with some studies showing “positive” effects on spatial attention, others showing “negative” effects on aggression, and others suggesting that there are no important effects. The present study examined neural recruitment during violent videogame play among 13 late adolescent gamers, half of whom habitually played violent games and half of whom habitually played nonviolent games. P…
The role of attention problems and impulsiveness in media violence effects on aggression
Previous research has established media violence as a causal risk factor for aggressive behavior. Several theoretical mechanisms have been identified to explain this effect. The present study assessed 422 undergraduate students to test the possibility that individual differences in attention problems and impulsiveness can help explain the link between violent media and aggression. Attention problems and impulsiveness proved to be a distinct const…
Video game playing, attention problems, and impulsiveness
The present study examines video game playing as it relates to attention problems and impulsiveness in a sample of 3,034 children and adolescents from Singapore measured over 3 years. Consistent with previous research, those who spend more time playing video games subsequently have more attention problems, even when earlier attention problems, sex, age, race, and socioeconomic status are statistically controlled. Violent content may have a unique…
Television and Video Game Exposure and the Development of Attention Problems
OBJECTIVES: Television viewing has been associated with greater subsequent attention problems in children. Few studies have examined the possibility of a similar association between video games and attention problems, and none of these has used a longitudinal design. METHODS: A sample of 1323 middle childhood participants were assessed during a 13-month period by parent- and child-reported television and video game exposure as well as teacher-rep…
Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries
Meta-analytic procedures were used to test the effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, empathy/desensitization, and prosocial behavior. Unique features of this meta-analytic review include (a) more restrictive methodological quality inclusion criteria than in past meta-analyses; (b) cross-cultural comparisons; (c) longitudinal studies for all outcomes except physiologi…
Video game playing, attention problems, and impulsiveness
The present study examines video game playing as it relates to attention problems and impulsiveness in a sample of 3,034 children and adolescents from Singapore measured over 3 years. Consistent with previous research, those who spend more time playing video games subsequently have more attention problems, even when earlier attention problems, sex, age, race, and socioeconomic status are statistically controlled. Violent content may have a unique…
The role of attention problems and impulsiveness in media violence effects on aggression
Previous research has established media violence as a causal risk factor for aggressive behavior. Several theoretical mechanisms have been identified to explain this effect. The present study assessed 422 undergraduate students to test the possibility that individual differences in attention problems and impulsiveness can help explain the link between violent media and aggression. Attention problems and impulsiveness proved to be a distinct const…
Differential neural recruitment during violent video game play in violent- and nonviolent-game players
A controversy exists about the effects of violent video game play, with some studies showing “positive” effects on spatial attention, others showing “negative” effects on aggression, and others suggesting that there are no important effects. The present study examined neural recruitment during violent videogame play among 13 late adolescent gamers, half of whom habitually played violent games and half of whom habitually played nonviolent games. P…
Television and Video Game Exposure and the Development of Attention Problems
OBJECTIVES: Television viewing has been associated with greater subsequent attention problems in children. Few studies have examined the possibility of a similar association between video games and attention problems, and none of these has used a longitudinal design. METHODS: A sample of 1323 middle childhood participants were assessed during a 13-month period by parent- and child-reported television and video game exposure as well as teacher-rep…
Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries
Meta-analytic procedures were used to test the effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, empathy/desensitization, and prosocial behavior. Unique features of this meta-analytic review include (a) more restrictive methodological quality inclusion criteria than in past meta-analyses; (b) cross-cultural comparisons; (c) longitudinal studies for all outcomes except physiologi…
Video game playing, attention problems, and impulsiveness
The present study examines video game playing as it relates to attention problems and impulsiveness in a sample of 3,034 children and adolescents from Singapore measured over 3 years. Consistent with previous research, those who spend more time playing video games subsequently have more attention problems, even when earlier attention problems, sex, age, race, and socioeconomic status are statistically controlled. Violent content may have a unique…
Long-Term Relations Among Prosocial-Media Use, Empathy, and Prosocial Behavior
Despite recent growth of research on the effects of prosocial media, processes underlying these effects are not well understood. Two studies explored theoretically relevant mediators and moderators of the effects of prosocial media on helping. Study 1 examined associations among prosocial- and violent-media use, empathy, and helping in samples from seven countries. Prosocial-media use was positively associated with helping. This effect was mediat…
Differential neural recruitment during violent video game play in violent- and nonviolent-game players
A controversy exists about the effects of violent video game play, with some studies showing “positive” effects on spatial attention, others showing “negative” effects on aggression, and others suggesting that there are no important effects. The present study examined neural recruitment during violent videogame play among 13 late adolescent gamers, half of whom habitually played violent games and half of whom habitually played nonviolent games. P…
The role of attention problems and impulsiveness in media violence effects on aggression
Previous research has established media violence as a causal risk factor for aggressive behavior. Several theoretical mechanisms have been identified to explain this effect. The present study assessed 422 undergraduate students to test the possibility that individual differences in attention problems and impulsiveness can help explain the link between violent media and aggression. Attention problems and impulsiveness proved to be a distinct const…
The Contrasting Effects of an Action Video Game on Visuo-Spatial Processing and Proactive Cognitive Control
First person shooter or action video games represent one of the most popular genres within the gaming industry. Studies reveal that action gaming experience leads to enhancements of visuo-spatial processing. In contrast, some correlational evidence reveals that experience with action video games may be associated with reduced proactive cognitive control. The two primary goals of the current study were to test the causal nature of the effect of ac…
Psychology (7 works) · Developmental psychology (6 works) · Child Development and Digital Technology (5 works) · Social Psychology (5 works) · Video game (5 works) · Bullying, Victimization, and Aggression (4 works) · Multimedia (4 works) · Aggression (3 works) · Computer Science (3 works) · Impact of Technology on Adolescents (3 works)