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Featured researches published by Craig A. Anderson.


Psychological Science | 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

Craig A. Anderson; Brad J. Bushman

Research on exposure to television and movie violence suggests that playing violent video games will increase aggressive behavior. A meta-analytic review of the video-game research literature reveals that violent video games increase aggressive behavior in children and young adults. Experimental and nonexperimental studies with males and females in laboratory and field settings support this conclusion. Analyses also reveal that exposure to violent video games increases physiological arousal and aggression-related thoughts and feelings. Playing violent video games also decreases prosocial behavior.


Journal of Personality and Social Psychology | 2000

Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life.

Craig A. Anderson; Karen E. Dill

Two studies examined violent video game effects on aggression-related variables. Study 1 found that real-life violent video game play was positively related to aggressive behavior and delinquency. The relation was stronger for individuals who are characteristically aggressive and for men. Academic achievement was negatively related to overall amount of time spent playing video games. In Study 2, laboratory exposure to a graphically violent video game increased aggressive thoughts and behavior. In both studies, men had a more hostile view of the world than did women. The results from both studies are consistent with the General Affective Aggression Model, which predicts that exposure to violent video games will increase aggressive behavior in both the short term (e.g., laboratory aggression) and the long term (e.g., delinquency).


Psychological Bulletin | 2010

Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review.

Craig A. Anderson; Akiko Shibuya; Nobuko Ihori; Edward L. Swing; Brad J. Bushman; Akira Sakamoto; Hannah R. Rothstein; Muniba Saleem

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 physiological arousal; (d) conservative statistical controls; (e) multiple moderator analyses; and (f) sensitivity analyses. Social-cognitive models and cultural differences between Japan and Western countries were used to generate theory-based predictions. Meta-analyses yielded significant effects for all 6 outcome variables. The pattern of results for different outcomes and research designs (experimental, cross-sectional, longitudinal) fit theoretical predictions well. The evidence strongly suggests that exposure to violent video games is a causal risk factor for increased aggressive behavior, aggressive cognition, and aggressive affect and for decreased empathy and prosocial behavior. Moderator analyses revealed significant research design effects, weak evidence of cultural differences in susceptibility and type of measurement effects, and no evidence of sex differences in susceptibility. Results of various sensitivity analyses revealed these effects to be robust, with little evidence of selection (publication) bias.


American Psychologist | 2001

Media violence and the American public. Scientific facts versus media misinformation.

Brad J. Bushman; Craig A. Anderson

Fifty years of news coverage on the link between media violence and aggression have left the U.S. public confused. Typical news articles pit researchers and child advocates against entertainment industry representatives, frequently giving equal weight to the arguments of both sides. A comparison of news reports and scientific knowledge about media effects reveals a disturbing discontinuity: Over the past 50 years, the average news report has changed from claims of a weak link to a moderate link and then back to a weak link between media violence and aggression. However, since 1975, the scientific confidence and statistical magnitude of this link have been clearly positive and have consistently increased over time. Reasons for this discontinuity between news reports and the actual state of scientific knowledge include the vested interests of the news, a misapplied fairness doctrine in news reporting, and the failure of the research community to effectively argue the scientific case.


Personality and Social Psychology Bulletin | 2002

Violent Video Games and Hostile Expectations: A Test of the General Aggression Model

Brad J. Bushman; Craig A. Anderson

Research conducted over several decades has shown that violent media increase aggression. It is now time to move beyond the question of whether violent media increase aggression to answering the question why violent media increase aggression. The present research tested whether violent video games produce a hostile expectation bias—the tendency to expect others to react to potential conflicts with aggression. Participants (N = 224) played either a violent or nonviolent video game. Next, they read ambiguous story stems about potential interpersonal conflicts. They were asked what the main character will do, say, think, and feel as the story continues. People who played a violent video game described the main character as behaving more aggressively, thinking more aggressive thoughts, and feeling more angry than did people who played a nonviolent video game. These results are consistent with the General Aggression Model.


Review of General Psychology | 1997

External Validity of "Trivial" Experiments: The Case of Laboratory Aggression

Craig A. Anderson; Brad J. Bushman

The external validity of artificial “trivial” laboratory settings is examined. Past views emphasizing generalizability of relations among conceptual variables are reviewed and affirmed. One major implication of typical challenges to the external validity of laboratory research is tested with aggression research: If laboratory research is low in external validity, then laboratory studies should fail to detect relations among variables that are correlated with aggression in “real-world” studies. Meta-analysis was used to examine 5 situational variables (provocation, violent media, alcohol, anonymity, hot temperature) and 3 individual difference variables (sex, Type A personality, trait aggressiveness) in real-world and laboratory aggression studies. Results strongly supported the external validity of trivial laboratory studies. Advice is given on how scholars might handle occasional descrepancies between laboratory and real-world findings.


Current Directions in Psychological Science | 1999

Research in the Psychological Laboratory Truth or Triviality

Craig A. Anderson; James J. Lindsay; Brad J. Bushman

This article examines the truism that studies from psychological laboratories are low in external validity. Past rational and empirical explorations of this truism found little support for it. A broader empirical approach was taken for the study reported here; correspondence between lab and field was compared across a broad range of domains, including aggression, helping, leadership style, social loafing, self-efficacy, depression, and memory, among others. Correspondence between lab- and field-based effect sizes of conceptually similar independent and dependent variables was considerable. In brief, the psychological laboratory has generally produced psychological truths, rather than trivialities. These same data suggest that a companion truism about field studies in psychology—that they are generally low on internal validity—is also false.


Personality and Social Psychology Bulletin | 1995

Hot Temperatures, Hostile Affect, Hostile Cognition, and Arousal: Tests of a General Model of Affective Aggression

Craig A. Anderson; William E. Deuser; Kristina M. DeNeve

A general model of affective aggression was used to generate predictions concerning hot temperatures. Experiment 1 examined hot temperature effects on hostile affect, hostile cognition, perceived arousal, and physiological arousal in the context of a study of video games. Experiment 2 examined hot temperature effects on hostile affect, perceived and physiological arousal, and general positive and negative affect in the context of brief aerobic exercise. Consistent results were obtained. Hot temperatures produced increases in hostile affect, hostile cognition, and physiological arousal. Hot temperatures also produced decreases in perceived arousal and general positive affect. These results suggest that hot temperatures may increase aggressive tendencies via any of three separate routes. Hostile affect, hostile cognitions, and excitation transfer processes may all increase the likelihood of biased appraisals of ambiguous social events, biased in a hostile direction.


Personality and Social Psychology Bulletin | 2009

The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence From Correlational, Longitudinal, and Experimental Studies

Douglas A. Gentile; Craig A. Anderson; Shintaro Yukawa; Nobuko Ihori; Muniba Saleem; Lim Kam Ming; Akiko Shibuya; Albert K. Liau; Angeline Khoo; Brad J. Bushman; L. Rowell Huesmann; Akira Sakamoto

Although dozens of studies have documented a relationship between violent video games and aggressive behaviors, very little attention has been paid to potential effects of prosocial games. Theoretically, games in which game characters help and support each other in nonviolent ways should increase both short-term and long-term prosocial behaviors. We report three studies conducted in three countries with three age groups to test this hypothesis. In the correlational study, Singaporean middle-school students who played more prosocial games behaved more prosocially. In the two longitudinal samples of Japanese children and adolescents, prosocial game play predicted later increases in prosocial behavior. In the experimental study, U.S. undergraduates randomly assigned to play prosocial games behaved more prosocially toward another student. These similar results across different methodologies, ages, and cultures provide robust evidence of a prosocial game content effect, and they provide support for the General Learning Model.


Journal of Personality and Social Psychology | 2003

Exposure to violent media: the effects of songs with violent lyrics on aggressive thoughts and feelings

Craig A. Anderson; Nicholas L. Carnagey; Janie Eubanks

Five experiments examined effects of songs with violent lyrics on aggressive thoughts and hostile feelings. Experiments 1, 3, 4 and 5 demonstrated that college students who heard a violent song felt more hostile than those who heard a similar but nonviolent song. Experiments 2-5 demonstrated a similar increase in aggressive thoughts. These effects replicated across songs and song types (e.g., rock, humorous, nonhumorous). Experiments 3-5 also demonstrated that trait hostility was positively related to state hostility but did not moderate the song lyric effects. Discussion centers on the potential role of lyric content on aggression in short-term settings, relation to catharsis and other media violence domains, development of aggressive personality, differences between long-term and short-term effects, and possible mitigating factors.

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Sara Prot

Iowa State University

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