J. Funk, D. Buchman, Jennifer A. Jenks, Heidi Bechtoldt
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An Evidence-Based Approach to Examining the Impact of Playing Violent Video and Computer Games
Video and computer (“electronic”) games have attained lasting status as a preferred leisure activity, and games with violence often achieve great popularity. There has been wide speculation that playing violent electronic games is harmful for children, but only minimal empirical work. A body of research is needed to provide a base for media education for consumers and for policy makers. This article presents findings from a program of research. The goal of the program is to systematically accumulate data to establish relationships between playing violent electronic games and aspects of children's personality and behavior. Significant negative relationships have been identified between a preference for violent games and various outcome measures including self-perceptions of academic performance and behavior. However, such relationships are not found in every study. We have proposed that some children may be more susceptible to being affected by game-playing. In future studies, these possible “high risk” players deserve special attention. Understanding how children experience playing a violent electronic game is another question that may be critical to understanding game impact.