Publication | Closed Access
A Theoretical Model of the Effects and Consequences of Playing Video Games.
274
Citations
57
References
2006
Year
Unknown Venue
Online GamingSocial PsychologyMedia ViolenceSocial InfluenceTheoretical ModelVideo GamesBehavioral Game TheoryVideo Game EffectsSocial SciencesPsychologyGame DesignBehavioral SciencesOnline GamesSocial ImpactMotivationUser ExperienceGame AnalyticsGame StudyGamesAggressionBehavioral EconomicsSocial BehaviorArtsVideo Game AddictionViolent Video GamesPlayer Experience
Though there has been considerable discussion of video game effects in several research literatures, theoretical integrations have been somewhat rare. Our own empirical work has focused primarily on the effects of violent video games on those who play them (e.g., Anderson et al., 2004; Anderson & Dill, 2000). That work has been framed in terms of the General Aggression Model, an integrative social-cognitive model designed to handle all influences on all types of human aggression (e.g., Anderson B Anderson & Camagey, 2004; Anderson & Huesmann, 2003). But that model itself can be further generalized to account for nonviolent effects of video games, many of which may well be quite beneficial to the individual as well as to larger society. Our primary goal in this chapter is to elucidate such a general model of video game effects.
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