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Dive into the research topics where Edward L. Swing is active.

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Featured researches published by Edward L. Swing.


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.


Pediatrics | 2010

Television and Video Game Exposure and the Development of Attention Problems

Edward L. Swing; Douglas A. Gentile; Craig A. Anderson; David A. Walsh

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-reported attention problems. Another sample of 210 late adolescent/early adult participants provided self-reports of television exposure, video game exposure, and attention problems. RESULTS: Exposure to television and video games was associated with greater attention problems. The association of television and video games to attention problems in the middle childhood sample remained significant when earlier attention problems and gender were statistically controlled. The associations of screen media and attention problems were similar across media type (television or video games) and age (middle childhood or late adolescent/early adult). CONCLUSIONS: Viewing television and playing video games each are associated with increased subsequent attention problems in childhood. It seems that a similar association among television, video games, and attention problems exists in late adolescence and early adulthood. Research on potential risk factors for attention problems should be expanded to include video games in addition to television.


Simulation & Gaming | 2009

Video Game Effects-Confirmed, Suspected, and Speculative

Christopher P. Barlett; Craig A. Anderson; Edward L. Swing

This literature review focuses on the confirmed, suspected, and speculative effects of violent and non-violent video game exposure on negative and positive outcomes. Negative outcomes include aggressive feelings, aggressive thoughts, aggressive behavior, physiological arousal, and desensitization, whereas positive outcomes include various types of learning. Multiple theories predict, and empirical findings reveal, that violent video game exposure is causally related to a host of negative outcomes and a few positive outcomes. Some non-violent video games have been causally related to some specific positive learning effects as well as certain types of visual cognition (e.g., spatial rotation abilities) and may be associated with some negative effects on executive control and attention disorders.


Psychological Science | 2014

Long-Term Relations Among Prosocial-Media Use, Empathy, and Prosocial Behavior

Sara Prot; Douglas A. Gentile; Craig A. Anderson; Kanae Suzuki; Edward L. Swing; Kam Ming Lim; Yukiko Horiuchi; Margareta Jelić; Barbara Krahé; Wei Liuqing; Albert K. Liau; Angeline Khoo; Poesis Diana Petrescu; Akira Sakamoto; Sachi Tajima; Roxana Andreea Toma; Wayne Warburton; Xuemin Zhang; Ben C. P. Lam

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 mediated by empathy and was similar across cultures. Study 2 explored longitudinal relations among prosocial-video-game use, violent-video-game use, empathy, and helping in a large sample of Singaporean children and adolescents measured three times across 2 years. Path analyses showed significant longitudinal effects of prosocial- and violent-video-game use on prosocial behavior through empathy. Latent-growth-curve modeling for the 2-year period revealed that change in video-game use significantly affected change in helping, and that this relationship was mediated by change in empathy.


Aggressive Behavior | 2014

The Role of Attention Problems and Impulsiveness in Media Violence Effects on Aggression

Edward L. Swing; Craig A. Anderson

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 construct from other processes believed to mediate aggression (aggressive beliefs, aggression related schemata, trait anger, and trait hostility). Attention problems and impulsiveness were uniquely related to both media exposure (total weekly hours and violent content) and aggression. Attention problems and impulsiveness were particularly related to impulsive (as opposed to premeditated) aggression. These results suggest that attention problems and impulsiveness may play an important role in violent media effects on aggression.


Personality and Social Psychology Bulletin | 2017

Media Violence and Other Aggression Risk Factors in Seven Nations

Craig A. Anderson; Kanae Suzuki; Edward L. Swing; Christopher L. Groves; Douglas A. Gentile; Sara Prot; Chun Pan Lam; Akira Sakamoto; Yukiko Horiuchi; Barbara Krahé; Margareta Jelić; Wei Liuqing; Roxana Andreea Toma; Wayne Warburton; Xuemin Zhang; Sachi Tajima; Feng Qing; Poesis Diana Petrescu

Cultural generality versus specificity of media violence effects on aggression was examined in seven countries (Australia, China, Croatia, Germany, Japan, Romania, the United States). Participants reported aggressive behaviors, media use habits, and several other known risk and protective factors for aggression. Across nations, exposure to violent screen media was positively associated with aggression. This effect was partially mediated by aggressive cognitions and empathy. The media violence effect on aggression remained significant even after statistically controlling a number of relevant risk and protective factors (e.g., abusive parenting, peer delinquency), and was similar in magnitude to effects of other risk factors. In support of the cumulative risk model, joint effects of different risk factors on aggressive behavior in each culture were larger than effects of any individual risk factor.


Psychology of popular media culture | 2012

Video Game Playing, Attention Problems, and Impulsiveness: Evidence of Bidirectional Causality

Douglas A. Gentile; Edward L. Swing; Choon Guan Lim; Angeline Khoo


Psychology of popular media culture | 2014

Differential neural recruitment during violent video game play in violent- and nonviolent-game players

Douglas A. Gentile; Edward L. Swing; Craig A. Anderson; Daniel Rinker; Kathleen M. Thomas


Children's Learning in a Digital World | 2008

How and What do Videogames Teach

Edward L. Swing; Craig A. Anderson


Archive | 2011

Learning Processes and Violent Video Games

Edward L. Swing; Douglas A. Gentile; Craig A. Anderson

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Sara Prot

Iowa State University

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Wei Liuqing

Beijing Normal University

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