01 Pages : 1-14
References
- Adachi, P. J. C., & Willoughby, T. (2017). The Link Between Playing Video Games and Positive Youth Outcomes. Child Development Perspectives, 11(3), 202– 206. https://doi.org/10.1111/cdep.12232
- Anderson, C. A. (2003, October). Violent Video Games: Myths, Facts, and Unanswered Questions. Https://Www.apa.org. https://www.apa.org/science/about/psa/2003/10/anderson.
- Anderson, C. A. (2004). An update on the effects of playing violent video games. Journal of Adolescence, 27(1), 113–122. https://doi.org/10.1016/j.adolescence.2003.10.009
- Anderson, C. A., & Bushman, B. J. (2001). Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature. Psychological Science, 12(5), 353–359. https://doi.org/10.1111/1467-9280.00366
- Anderson, C. A., & Bushman, B. J. (2002). Human Aggression. Annual Review of Psychology, 53(1), 27–51. https://doi.org/10.1146/annurev.psych.53.100901.135231.
- Anderson, C. A., Gentile, D. A., & Buckley, K. E. (2007). Violent video game effects on children and adolescents: Theory, research, and public policy. New York: Oxford University Press
- Anderson, K. B., Anderson, C. A., Dill, K. E., & Deuser, W. E. (1998). The interactive relations between trait hostility, pain, and aggressive thoughts. Aggressive Behavior, 24(3), 161–171. https://doi.org/10.1002/(sici)1098-2337(1998)24:3%3C161::aid-ab1%3E3.0.co;2-o
- Bandura, A. (1978). Social Learning Theory of Aggression. Journal of Communication, 28(3), 12–29. https://doi.org/10.1111/j.1460-2466.1978.tb01621.x
- Bandura, A. (1983). Psychological mechanisms of aggression. SeeGeen & Donnerstein pp. 11–40
- Bandura, A. (2001). Social Cognitive Theory: An Agentic Perspective. Annual Review of Psychology, 52(1), 1–26. https://doi.org/10.1146/annurev.psych. 52.1.1
- Barlett, C., Rodeheffer, C. D., Baldassaro, R., Hinkin, M. P., & Harris, R. J. (2008). The Effect of Advances in Video Game Technology and Content on Aggressive Cognitions, Hostility, and Heart Rate. Media Psychology, 11(4), 540–565. https://doi.org/10.1080/152132608024 92018
- Barlett, C., Rodeheffer, C. D., Baldassaro, R., Hinkin, M. P., & Harris, R. J. (2008). The Effect of Advances in Video Game Technology and Content on Aggressive Cognitions, Hostility, and Heart Rate. Media Psychology, 11(4), 540–565. https://doi.org/10.1080/15213260802492018
- Bartholow, B. D., Sestir, M. A., & Davis, E. B. (2005). Correlates and Consequences of Exposure to Video Game Violence: Hostile Personality, Empathy, and Aggressive Behavior. Personality and Social Psychology Bulletin, 31(11), 1573–1586. https://doi.org/10.1177/0146167205277205
- Berkowitz, L. (2001). Affect, aggression and antisocial behavior. In Handbook of Affective Sciences, ed. RJ Davidson, K Scherer, HH Goldsmith. New York/Oxford UK: Oxford Univ. Press. In press
- Bushman, B. J., & Anderson, C. A. (2001). Is it time to pull the plug on hostile versus instrumental aggression dichotomy? Psychological Review, 108(1), 273–279. https://doi.org/10.1037//0033-295x.108.1.273
- Bushman, B. J., Jamieson, P. E., Weitz, I., & Romer, D. (2013). Gun Violence Trends in Movies. PEDIATRICS, 132(6), 1014– 1018. https://doi.org/10.1542/peds.2013-1600
- Bushman, B. J., Rothstein, H. R., & Anderson, C. A. (2010). Much ado about something: Violent video game effects and a school of red herring: Reply to Ferguson and Kilburn (2010). Psychological Bulletin, 136(2), 182–187. https://doi.org/10.1037/a0018718
- Buss, A. H., & Perry, M. (1992). The aggression questionnaire. Journal of personality and social psychology, 63(3), 452–459. https://doi.org/10.1037//0022-3514.63.3.452
- Carnagey, N. L., & Anderson, C. A. (2004). Violent video game exposure and aggression: A literature review. Minerva Psichiatrica, 45(1), 1–18. https://psycnet.apa.org/record/2004-14694-001
- Carnagey, N. L., & Anderson, C. A. (2005). The Effects of Reward and Punishment in Violent Video Games on Aggressive Affect, Cognition, and Behavior. Psychological Science, 16(11), 882–889. https://doi.org/10.1111/j.1467-9280.2005.01632.x.
- Creswell, J. W. (2015). Educational research: Planning, conducting, and evaluating quantitative and qualitative research. Los Angeles: Sage Publications.
- Dietz, T. L. (1998). An Examination of Violence and Gender Role Portrayals in Video Games: Implications for Gender Socialization and Aggressive Behavior. Sex Roles, 38(5/6), 425–442. https://doi.org/10.1023/a:1018709905920.
- Elmer-Dewitt, P. (1993, September 27). The amazing video game boom. Time, 66— 73.
- Engelhardt, C. R., Bartholow, B. D., & Saults, J. S. (2011). Violent and nonviolent video games differentially affect physical aggression for individuals high vs. low in dispositional anger. Aggressive Behavior, 37(6), 539–546. https://doi.org/10.1002/ab.20411.
- Eron, L. D., Huesmann, L. R., Dubow, E., Romanoff, R., & Yarmel, P. (1987). Aggression and its correlates over 22 years. In D. Crowell, I. Evans, & D. O'Donnell (Eds.), Childhood aggression and violence (pp. 249-262). New York: Plenum.
- Gabbiadini, A., & Greitemeyer, T. (2017). Uncovering the association between strategy video games and self-regulation: A correlational study. Personality and Individual Differences, 104, 129–136. https://doi.org/10.1016/j.paid.2016.07.041.
- Gentile, D. A., Lynch, P. J., Linder, J. R., & Walsh, D. A. (2004). The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance. Journal of Adolescence, 27(1), 5–22. https://doi.org/10.1016/j.adolescence.2003.10.002
- Giumetti, G. W., & Markey, P. M. (2007). Violent video games and anger as predictors of aggression. Journal of Research in Personality, 41(6), 1234– 1243. https://doi.org/10.1016/j.jrp.2007.02.005.
- Greitemeyer, T., & Mügge, D. O. (2014). Video Games Do Affect Social Outcomes: A Meta-Analytic Review of the Effects of Violent and Prosocial Video Game Play. Personality and Social Psychology Bulletin, 40(5), 578–589. https://doi.org/10.1177/0146167213520459
- Holtz, P., & Appel, M. (2011). Internet use and video gaming predict problem behavior in early adolescence. Journal of Adolescence, 34(1), 49–58. https://doi.org/10.1016/j.adolescence.2010.02.004
- Hopf, W. H., Huber, G. L., & Weiß, R. H. (2008). Media Violence and Youth Violence. Journal of Media Psychology, 20(3), 79–96. https://doi.org/10.1027/1864-1105.20.3.79
- Huesmann, L. R. (2007). The Impact of Electronic Media Violence: Scientific Theory and Research. Journal of Adolescent Health, 41(6), S6–S13. https://doi.org/10.1016/j.jadohealth.2007.09.005
- Kirsch, S. J. (1998). Seeing the world through Mortal Kombat-colored glasses: Violent video games and hostile attribution bias. Childhood, 5, 177-184
- Kraft, P., & Rise, J. (1994). The relationship between sensation seeking and smoking, alcohol consumption and sexual behavior among Norwegian adolescents. Health Education Research, 9(2), 193– 200. https://doi.org/10.1093/her/9.2.193
- Krahé, B., & Möller, I. (2004). Playing violent electronic games, hostile attributional style, and aggression-related norms in German adolescents. Journal of adolescence, 27(1), 53–69. https://doi.org/10.1016/j.adolescence.2003.10.006
- Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2010). The Effects of Pathological Gaming on Aggressive Behavior. Journal of Youth and Adolescence, 40(1), 38–47. https://doi.org/10.1007/s10964-010-9558-x
- Mischel, W. (1999). Personality coherence and dispositions in a cognitive-affective personality (CAPS) approach. In The Coherence of Personality: Social-Cognitive Bases of consistency, Variability, and Organization, ed. D Cervone, Y Shoda, pp. 37–60. New York: Guilford.
- Mischel, W. (1973). Toward a cognitive social learning reconceptualization of personality. Psychological Review, 80(4), 252–283. https://doi.org/10.1037/h0035002.
- Rubin, H. (1984). Applied social research. Columbus, OH: Charles E. Merrill
- Steinberg, S. (2011). The benefits of video games. http://abcnews.go.com/blogs/technology/2011/12/the-benefits-of-video-games
- Strasburger, V. (Ed.). (2010). Children, Adolescents, and the Media. Pediatric Annals, 39(9), 538–540. https://doi.org/10.3928/00904481-20100825-02.
- Thomas, A., & Chess, S. (1977). Temperament and development. New York, NY: Brunner- Routledge.
- Adachi, P. J. C., & Willoughby, T. (2017). The Link Between Playing Video Games and Positive Youth Outcomes. Child Development Perspectives, 11(3), 202– 206. https://doi.org/10.1111/cdep.12232
- Anderson, C. A. (2003, October). Violent Video Games: Myths, Facts, and Unanswered Questions. Https://Www.apa.org. https://www.apa.org/science/about/psa/2003/10/anderson.
- Anderson, C. A. (2004). An update on the effects of playing violent video games. Journal of Adolescence, 27(1), 113–122. https://doi.org/10.1016/j.adolescence.2003.10.009
- Anderson, C. A., & Bushman, B. J. (2001). Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior: A Meta-Analytic Review of the Scientific Literature. Psychological Science, 12(5), 353–359. https://doi.org/10.1111/1467-9280.00366
- Anderson, C. A., & Bushman, B. J. (2002). Human Aggression. Annual Review of Psychology, 53(1), 27–51. https://doi.org/10.1146/annurev.psych.53.100901.135231.
- Anderson, C. A., Gentile, D. A., & Buckley, K. E. (2007). Violent video game effects on children and adolescents: Theory, research, and public policy. New York: Oxford University Press
- Anderson, K. B., Anderson, C. A., Dill, K. E., & Deuser, W. E. (1998). The interactive relations between trait hostility, pain, and aggressive thoughts. Aggressive Behavior, 24(3), 161–171. https://doi.org/10.1002/(sici)1098-2337(1998)24:3%3C161::aid-ab1%3E3.0.co;2-o
- Bandura, A. (1978). Social Learning Theory of Aggression. Journal of Communication, 28(3), 12–29. https://doi.org/10.1111/j.1460-2466.1978.tb01621.x
- Bandura, A. (1983). Psychological mechanisms of aggression. SeeGeen & Donnerstein pp. 11–40
- Bandura, A. (2001). Social Cognitive Theory: An Agentic Perspective. Annual Review of Psychology, 52(1), 1–26. https://doi.org/10.1146/annurev.psych. 52.1.1
- Barlett, C., Rodeheffer, C. D., Baldassaro, R., Hinkin, M. P., & Harris, R. J. (2008). The Effect of Advances in Video Game Technology and Content on Aggressive Cognitions, Hostility, and Heart Rate. Media Psychology, 11(4), 540–565. https://doi.org/10.1080/152132608024 92018
- Barlett, C., Rodeheffer, C. D., Baldassaro, R., Hinkin, M. P., & Harris, R. J. (2008). The Effect of Advances in Video Game Technology and Content on Aggressive Cognitions, Hostility, and Heart Rate. Media Psychology, 11(4), 540–565. https://doi.org/10.1080/15213260802492018
- Bartholow, B. D., Sestir, M. A., & Davis, E. B. (2005). Correlates and Consequences of Exposure to Video Game Violence: Hostile Personality, Empathy, and Aggressive Behavior. Personality and Social Psychology Bulletin, 31(11), 1573–1586. https://doi.org/10.1177/0146167205277205
- Berkowitz, L. (2001). Affect, aggression and antisocial behavior. In Handbook of Affective Sciences, ed. RJ Davidson, K Scherer, HH Goldsmith. New York/Oxford UK: Oxford Univ. Press. In press
- Bushman, B. J., & Anderson, C. A. (2001). Is it time to pull the plug on hostile versus instrumental aggression dichotomy? Psychological Review, 108(1), 273–279. https://doi.org/10.1037//0033-295x.108.1.273
- Bushman, B. J., Jamieson, P. E., Weitz, I., & Romer, D. (2013). Gun Violence Trends in Movies. PEDIATRICS, 132(6), 1014– 1018. https://doi.org/10.1542/peds.2013-1600
- Bushman, B. J., Rothstein, H. R., & Anderson, C. A. (2010). Much ado about something: Violent video game effects and a school of red herring: Reply to Ferguson and Kilburn (2010). Psychological Bulletin, 136(2), 182–187. https://doi.org/10.1037/a0018718
- Buss, A. H., & Perry, M. (1992). The aggression questionnaire. Journal of personality and social psychology, 63(3), 452–459. https://doi.org/10.1037//0022-3514.63.3.452
- Carnagey, N. L., & Anderson, C. A. (2004). Violent video game exposure and aggression: A literature review. Minerva Psichiatrica, 45(1), 1–18. https://psycnet.apa.org/record/2004-14694-001
- Carnagey, N. L., & Anderson, C. A. (2005). The Effects of Reward and Punishment in Violent Video Games on Aggressive Affect, Cognition, and Behavior. Psychological Science, 16(11), 882–889. https://doi.org/10.1111/j.1467-9280.2005.01632.x.
- Creswell, J. W. (2015). Educational research: Planning, conducting, and evaluating quantitative and qualitative research. Los Angeles: Sage Publications.
- Dietz, T. L. (1998). An Examination of Violence and Gender Role Portrayals in Video Games: Implications for Gender Socialization and Aggressive Behavior. Sex Roles, 38(5/6), 425–442. https://doi.org/10.1023/a:1018709905920.
- Elmer-Dewitt, P. (1993, September 27). The amazing video game boom. Time, 66— 73.
- Engelhardt, C. R., Bartholow, B. D., & Saults, J. S. (2011). Violent and nonviolent video games differentially affect physical aggression for individuals high vs. low in dispositional anger. Aggressive Behavior, 37(6), 539–546. https://doi.org/10.1002/ab.20411.
- Eron, L. D., Huesmann, L. R., Dubow, E., Romanoff, R., & Yarmel, P. (1987). Aggression and its correlates over 22 years. In D. Crowell, I. Evans, & D. O'Donnell (Eds.), Childhood aggression and violence (pp. 249-262). New York: Plenum.
- Gabbiadini, A., & Greitemeyer, T. (2017). Uncovering the association between strategy video games and self-regulation: A correlational study. Personality and Individual Differences, 104, 129–136. https://doi.org/10.1016/j.paid.2016.07.041.
- Gentile, D. A., Lynch, P. J., Linder, J. R., & Walsh, D. A. (2004). The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance. Journal of Adolescence, 27(1), 5–22. https://doi.org/10.1016/j.adolescence.2003.10.002
- Giumetti, G. W., & Markey, P. M. (2007). Violent video games and anger as predictors of aggression. Journal of Research in Personality, 41(6), 1234– 1243. https://doi.org/10.1016/j.jrp.2007.02.005.
- Greitemeyer, T., & Mügge, D. O. (2014). Video Games Do Affect Social Outcomes: A Meta-Analytic Review of the Effects of Violent and Prosocial Video Game Play. Personality and Social Psychology Bulletin, 40(5), 578–589. https://doi.org/10.1177/0146167213520459
- Holtz, P., & Appel, M. (2011). Internet use and video gaming predict problem behavior in early adolescence. Journal of Adolescence, 34(1), 49–58. https://doi.org/10.1016/j.adolescence.2010.02.004
- Hopf, W. H., Huber, G. L., & Weiß, R. H. (2008). Media Violence and Youth Violence. Journal of Media Psychology, 20(3), 79–96. https://doi.org/10.1027/1864-1105.20.3.79
- Huesmann, L. R. (2007). The Impact of Electronic Media Violence: Scientific Theory and Research. Journal of Adolescent Health, 41(6), S6–S13. https://doi.org/10.1016/j.jadohealth.2007.09.005
- Kirsch, S. J. (1998). Seeing the world through Mortal Kombat-colored glasses: Violent video games and hostile attribution bias. Childhood, 5, 177-184
- Kraft, P., & Rise, J. (1994). The relationship between sensation seeking and smoking, alcohol consumption and sexual behavior among Norwegian adolescents. Health Education Research, 9(2), 193– 200. https://doi.org/10.1093/her/9.2.193
- Krahé, B., & Möller, I. (2004). Playing violent electronic games, hostile attributional style, and aggression-related norms in German adolescents. Journal of adolescence, 27(1), 53–69. https://doi.org/10.1016/j.adolescence.2003.10.006
- Lemmens, J. S., Valkenburg, P. M., & Peter, J. (2010). The Effects of Pathological Gaming on Aggressive Behavior. Journal of Youth and Adolescence, 40(1), 38–47. https://doi.org/10.1007/s10964-010-9558-x
- Mischel, W. (1999). Personality coherence and dispositions in a cognitive-affective personality (CAPS) approach. In The Coherence of Personality: Social-Cognitive Bases of consistency, Variability, and Organization, ed. D Cervone, Y Shoda, pp. 37–60. New York: Guilford.
- Mischel, W. (1973). Toward a cognitive social learning reconceptualization of personality. Psychological Review, 80(4), 252–283. https://doi.org/10.1037/h0035002.
- Rubin, H. (1984). Applied social research. Columbus, OH: Charles E. Merrill
- Steinberg, S. (2011). The benefits of video games. http://abcnews.go.com/blogs/technology/2011/12/the-benefits-of-video-games
- Strasburger, V. (Ed.). (2010). Children, Adolescents, and the Media. Pediatric Annals, 39(9), 538–540. https://doi.org/10.3928/00904481-20100825-02.
- Thomas, A., & Chess, S. (1977). Temperament and development. New York, NY: Brunner- Routledge.
Cite this article
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APA : Iqbal, A., Maqbool, N., & Hussain, T. (2023). Impact of Video Games on the Behavior of High School Students. Global Educational Studies Review, VIII(II), 1-14. https://doi.org/10.31703/gesr.2023(VIII-II).01
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CHICAGO : Iqbal, Ashraf, Nimra Maqbool, and Tanveer Hussain. 2023. "Impact of Video Games on the Behavior of High School Students." Global Educational Studies Review, VIII (II): 1-14 doi: 10.31703/gesr.2023(VIII-II).01
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HARVARD : IQBAL, A., MAQBOOL, N. & HUSSAIN, T. 2023. Impact of Video Games on the Behavior of High School Students. Global Educational Studies Review, VIII, 1-14.
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MHRA : Iqbal, Ashraf, Nimra Maqbool, and Tanveer Hussain. 2023. "Impact of Video Games on the Behavior of High School Students." Global Educational Studies Review, VIII: 1-14
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MLA : Iqbal, Ashraf, Nimra Maqbool, and Tanveer Hussain. "Impact of Video Games on the Behavior of High School Students." Global Educational Studies Review, VIII.II (2023): 1-14 Print.
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OXFORD : Iqbal, Ashraf, Maqbool, Nimra, and Hussain, Tanveer (2023), "Impact of Video Games on the Behavior of High School Students", Global Educational Studies Review, VIII (II), 1-14
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TURABIAN : Iqbal, Ashraf, Nimra Maqbool, and Tanveer Hussain. "Impact of Video Games on the Behavior of High School Students." Global Educational Studies Review VIII, no. II (2023): 1-14. https://doi.org/10.31703/gesr.2023(VIII-II).01