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The Good, The Bad and the Ugly: A Meta-analytic Review of Positive and Negative Effects of Violent Video Games

Overview of attention for article published in Psychiatric Quarterly, October 2007
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About this Attention Score

  • In the top 5% of all research outputs scored by Altmetric
  • Among the highest-scoring outputs from this source (#17 of 656)
  • High Attention Score compared to outputs of the same age (99th percentile)
  • High Attention Score compared to outputs of the same age and source (80th percentile)

Mentioned by

news
6 news outlets
blogs
5 blogs
policy
1 policy source
twitter
53 X users
facebook
2 Facebook pages
wikipedia
2 Wikipedia pages
googleplus
1 Google+ user
video
1 YouTube creator

Citations

dimensions_citation
362 Dimensions

Readers on

mendeley
849 Mendeley
citeulike
9 CiteULike
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Title
The Good, The Bad and the Ugly: A Meta-analytic Review of Positive and Negative Effects of Violent Video Games
Published in
Psychiatric Quarterly, October 2007
DOI 10.1007/s11126-007-9056-9
Pubmed ID
Authors

Christopher John Ferguson

Abstract

Video game violence has become a highly politicized issue for scientists and the general public. There is continuing concern that playing violent video games may increase the risk of aggression in players. Less often discussed is the possibility that playing violent video games may promote certain positive developments, particularly related to visuospatial cognition. The objective of the current article was to conduct a meta-analytic review of studies that examine the impact of violent video games on both aggressive behavior and visuospatial cognition in order to understand the full impact of such games. A detailed literature search was used to identify peer-reviewed articles addressing violent video game effects. Effect sizes r (a common measure of effect size based on the correlational coefficient) were calculated for all included studies. Effect sizes were adjusted for observed publication bias. Results indicated that publication bias was a problem for studies of both aggressive behavior and visuospatial cognition. Once corrected for publication bias, studies of video game violence provided no support for the hypothesis that violent video game playing is associated with higher aggression. However playing violent video games remained related to higher visuospatial cognition (r (x) = 0.36). Results from the current analysis did not support the conclusion that violent video game playing leads to aggressive behavior. However, violent video game playing was associated with higher visuospatial cognition. It may be advisable to reframe the violent video game debate in reference to potential costs and benefits of this medium.

X Demographics

X Demographics

The data shown below were collected from the profiles of 53 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 849 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
United States 10 1%
United Kingdom 5 <1%
Germany 4 <1%
Sweden 4 <1%
Brazil 4 <1%
Australia 3 <1%
Italy 3 <1%
Portugal 2 <1%
Poland 2 <1%
Other 12 1%
Unknown 800 94%

Demographic breakdown

Readers by professional status Count As %
Student > Bachelor 212 25%
Student > Master 129 15%
Student > Ph. D. Student 104 12%
Researcher 86 10%
Student > Doctoral Student 43 5%
Other 134 16%
Unknown 141 17%
Readers by discipline Count As %
Psychology 298 35%
Social Sciences 108 13%
Computer Science 69 8%
Medicine and Dentistry 33 4%
Business, Management and Accounting 29 3%
Other 145 17%
Unknown 167 20%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 134. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 19 February 2024.
All research outputs
#314,468
of 26,017,215 outputs
Outputs from Psychiatric Quarterly
#17
of 656 outputs
Outputs of similar age
#461
of 87,305 outputs
Outputs of similar age from Psychiatric Quarterly
#1
of 5 outputs
Altmetric has tracked 26,017,215 research outputs across all sources so far. Compared to these this one has done particularly well and is in the 98th percentile: it's in the top 5% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 656 research outputs from this source. They typically receive a lot more attention than average, with a mean Attention Score of 14.2. This one has done particularly well, scoring higher than 97% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 87,305 tracked outputs that were published within six weeks on either side of this one in any source. This one has done particularly well, scoring higher than 99% of its contemporaries.
We're also able to compare this research output to 5 others from the same source and published within six weeks on either side of this one. This one has scored higher than all of them