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Published Online: 3 April 2014

Who Believes Electronic Games Cause Real World Aggression?

Publication: Cyberpsychology, Behavior, and Social Networking
Volume 17, Issue Number 4

Abstract

Electronic games have rapidly become a popular form of human recreation, and the immersive experiences they provide millions have led many to voice concerns that some games, and violent ones in particular, may negatively impact society. Increasingly heated debates make it clear that gaming-related aggression is a topic that elicits strong opinions. Despite a complex and growing literature concerned with violent games, little is known empirically about why some ardently believe, whereas others dismiss, notions that this form of leisure is a source of aggression. The present research recruited three nationally representative samples to investigate this understudied topic. Results showed that belief was normally distributed across the population, prominent among demographic cohorts who did not grow up with games and those who lack concrete gaming experience. Results are discussed in the context of this developing research area, wider social science perspectives, and the place of electronic games in society.

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Information & Authors

Information

Published In

cover image Cyberpsychology, Behavior, and Social Networking
Cyberpsychology, Behavior, and Social Networking
Volume 17Issue Number 4April 2014
Pages: 228 - 234
PubMed: 24256132

History

Published online: 3 April 2014
Published in print: April 2014
Published ahead of print: 20 November 2013

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Andrew K. Przybylski
Oxford Internet Institute, University of Oxford, Oxford, United Kingdom.

Notes

Address correspondence to:Dr. Andrew K. PrzybylskiOxford Internet InstituteUniversity of Oxford1 St. GilesOxford, OX1 3JSUnited Kingdom
E-mail: [email protected]

Author Disclosure Statement

No competing financial interests exist.

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