Publication Date
In 2025 | 0 |
Since 2024 | 0 |
Since 2021 (last 5 years) | 0 |
Since 2016 (last 10 years) | 0 |
Since 2006 (last 20 years) | 2 |
Descriptor
Aggression | 3 |
Video Games | 3 |
Foreign Countries | 2 |
Gender Differences | 2 |
Academic Achievement | 1 |
Attention | 1 |
Cognitive Processes | 1 |
Communication Skills | 1 |
Content Analysis | 1 |
Cross Cultural Studies | 1 |
Cultural Differences | 1 |
More ▼ |
Source
Simulation & Gaming | 3 |
Author
Anderson, Craig A. | 1 |
Barlett, Christopher P. | 1 |
Colwell, John | 1 |
Ihori, Nobuko | 1 |
Kato, Makiko | 1 |
Sakamoto, Akira | 1 |
Shibuya, Akiko | 1 |
Swing, Edward L. | 1 |
Yukawa, Shintaro | 1 |
Publication Type
Journal Articles | 3 |
Reports - Research | 3 |
Information Analyses | 1 |
Education Level
Grade 5 | 1 |
Audience
Location
Japan | 2 |
United Kingdom | 1 |
Laws, Policies, & Programs
Assessments and Surveys
What Works Clearinghouse Rating
Shibuya, Akiko; Sakamoto, Akira; Ihori, Nobuko; Yukawa, Shintaro – Simulation & Gaming, 2008
A 1-year panel study of 591 children in fifth grade explored the accumulative effects of the presence and contexts of video game violence on aggression and the antiviolence norm in Japan, on the basis of a comprehensive content analysis of video game violence. The results suggest that contextual effects of violent video games are quite complex,…
Descriptors: Video Games, Statistical Data, Foreign Countries, Content Analysis
Barlett, Christopher P.; Anderson, Craig A.; Swing, Edward L. – Simulation & Gaming, 2009
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…
Descriptors: Video Games, Violence, Aggression, Desensitization
Colwell, John; Kato, Makiko – Simulation & Gaming, 2005
Results from research into negative correlates of computer/video game play in the United Kingdom and in Japan are presented, with new analyses across cultures. Patterns of play are similar, although Japanese adolescents have been playing for longer, they play fewer aggressive games, and there is greater perceived concern by Japanese parents.…
Descriptors: Play, Video Games, Early Adolescents, Foreign Countries