IDEAS home Printed from https://ideas.repec.org/a/sae/simgam/v40y2009i3p377-403.html

Video Game Effects—Confirmed, Suspected, and Speculative

Author

Listed:
  • Christopher P. Barlett

    (Iowa State University, USA, cpb6666@iastate.edu)

  • Craig A. Anderson

    (Iowa State University, USA, caa@iastate.edu)

  • Edward L. Swing

    (Iowa State University, USA, eswing@iastate.edu)

Abstract

This literature review focuses on the confirmed, suspected, and speculative effects of violent and non-violent video game exposure on negative and positive outcomes. Negative outcomes include aggressive feelings, aggressive thoughts, aggressive behavior, physiological arousal, and desensitization, whereas positive outcomes include various types of learning. Multiple theories predict, and empirical findings reveal, that violent video game exposure is causally related to a host of negative outcomes and a few positive outcomes. Some non-violent video games have been causally related to some specific positive learning effects as well as certain types of visual cognition (e.g., spatial rotation abilities) and may be associated with some negative effects on executive control and attention disorders.

Suggested Citation

  • Christopher P. Barlett & Craig A. Anderson & Edward L. Swing, 2009. "Video Game Effects—Confirmed, Suspected, and Speculative," Simulation & Gaming, , vol. 40(3), pages 377-403, June.
  • Handle: RePEc:sae:simgam:v:40:y:2009:i:3:p:377-403
    DOI: 10.1177/1046878108327539
    as

    Download full text from publisher

    File URL: https://journals.sagepub.com/doi/10.1177/1046878108327539
    Download Restriction: no

    File URL: https://libkey.io/10.1177/1046878108327539?utm_source=ideas
    LibKey link: if access is restricted and if your library uses this service, LibKey will redirect you to where you can use your library subscription to access this item
    ---><---

    References listed on IDEAS

    as
    1. C. Shawn Green & Daphne Bavelier, 2003. "Action video game modifies visual selective attention," Nature, Nature, vol. 423(6939), pages 534-537, May.
    Full references (including those not matched with items on IDEAS)

    Most related items

    These are the items that most often cite the same works as this one and are cited by the same works as this one.
    1. Pierre Mégevand & Sophie Molholm & Ashabari Nayak & John J Foxe, 2013. "Recalibration of the Multisensory Temporal Window of Integration Results from Changing Task Demands," PLOS ONE, Public Library of Science, vol. 8(8), pages 1-9, August.
    2. Jonas K. Olofsson & Simon Niedenthal & Marie Ehrndal & Marta Zakrzewska & Andreas Wartel & Maria Larsson, 2017. "Beyond Smell-O-Vision: Possibilities for Smell-Based Digital Media," Simulation & Gaming, , vol. 48(4), pages 455-479, August.
    3. Tim Wulf & Nicholas D. Bowman & Diana Rieger & John A. Velez & Johannes Breuer, 2018. "Running Head: Video Game Nostalgia and Retro Gaming," Media and Communication, Cogitatio Press, vol. 6(2), pages 60-68.
    4. Brian D Glass & W Todd Maddox & Bradley C Love, 2013. "Real-Time Strategy Game Training: Emergence of a Cognitive Flexibility Trait," PLOS ONE, Public Library of Science, vol. 8(8), pages 1-7, August.
    5. Aaron V Berard & Matthew S Cain & Takeo Watanabe & Yuka Sasaki, 2015. "Frequent Video Game Players Resist Perceptual Interference," PLOS ONE, Public Library of Science, vol. 10(3), pages 1-10, March.
    6. Stephanie Carlson & Yuichi Shoda & Ozlem Ayduk & Lawrence Aber & Catherine Schaefer & Anita Sethi & Nicole Wilson & Philip Peake & Walter Mischel, 2017. "Cohort Effects in Children's Delay-of-Gratification," Working Papers 2017-077, Human Capital and Economic Opportunity Working Group.
    7. Aleksandar Klasnja & Natasa Milenovic & Sonja Lukac & Aleksandar Knezevic & Jelena Klasnja & Vedrana Karan Rakic, 2022. "The Effects of Regular Physical Activity and Playing Video Games on Reaction Time in Adolescents," IJERPH, MDPI, vol. 19(15), pages 1-7, July.
    8. Stefanie Duyck & Hans Op de Beeck, 2019. "An investigation of far and near transfer in a gamified visual learning paradigm," PLOS ONE, Public Library of Science, vol. 14(12), pages 1-23, December.
    9. Hui-Yin Hsu & Shiang-Kwei Wang, 2010. "Using Gaming Literacies to Cultivate New Literacies," Simulation & Gaming, , vol. 41(3), pages 400-417, June.
    10. Bonny, Justin W. & Scanlon, Mike & Castaneda, Lisa M., 2020. "Variations in psychological factors and experience-dependent changes in team-based video game performance," Intelligence, Elsevier, vol. 80(C).
    11. Batini, Federico & Bartolucci, Marco & Toti, Giulia & Castano, Emanuele, 2025. "Shared reading aloud fosters intelligence: Three cluster-randomized control trials in elementary and middle school," Intelligence, Elsevier, vol. 108(C).
    12. Charlotte Willems & Johannes Herdzin & Sander Martens, 2015. "Individual Differences in Temporal Selective Attention as Reflected in Pupil Dilation," PLOS ONE, Public Library of Science, vol. 10(12), pages 1-13, December.
    13. repec:plo:pone00:0206555 is not listed on IDEAS
    14. Mirza Rayana Sanzana & Mostafa Osama Mostafa Abdulrazic & Jing Ying Wong & Chun-Chieh Yip, 2024. "Personnel Training for Common Facility Management Issues in Thermal-Energy-Storage Chiller Plant using a Serious 3D Game," Simulation & Gaming, , vol. 55(2), pages 224-248, April.
    15. Rengjian Yu & Lihua He & Changsong Gao & Xianghong Zhang & Enlong Li & Tailiang Guo & Wenwu Li & Huipeng Chen, 2022. "Programmable ferroelectric bionic vision hardware with selective attention for high-precision image classification," Nature Communications, Nature, vol. 13(1), pages 1-9, December.
    16. Tim Wulf & Nicholas D. Bowman & Diana Rieger & John A. Velez & Johannes Breuer, 2018. "Running Head: Video Game Nostalgia and Retro Gaming," Media and Communication, Cogitatio Press, vol. 6(2), pages 60-68.
    17. repec:plo:pbio00:1001135 is not listed on IDEAS
    18. Yu-Hao Lee & Norah E. Dunbar & Claude H. Miller & Brianna L. Lane & Matthew L. Jensen & Elena Bessarabova & Judee K. Burgoon & Bradley J. Adame & Joseph J. Valacich & Elissa A. Adame & Eryn Bostwick &, 2016. "Training Anchoring and Representativeness Bias Mitigation Through a Digital Game," Simulation & Gaming, , vol. 47(6), pages 751-779, December.
    19. Troy A W Visser & Jeneva L Ohan, 2012. "How Does Information Processing Speed Relate to the Attentional Blink?," PLOS ONE, Public Library of Science, vol. 7(3), pages 1-8, March.
    20. Asli Dogan & Nihan Ozunlu Pekyavas, 2026. "Effect of Playing Digital Games on Reaction Time in Taekwondo Athletes," Simulation & Gaming, , vol. 57(1), pages 57-68, February.
    21. Sangyub Kim & Yeonji Baik & Kichun Nam, 2022. "The Effects of Self-Perceived Parenting Attitudes on Visuo-Spatial Attention and Mental Rotation Abilities among Adolescents," IJERPH, MDPI, vol. 19(14), pages 1-16, July.
    22. Wang, Qingfeng & Sun, Xu, 2016. "Investigating gameplay intention of the elderly using an Extended Technology Acceptance Model (ETAM)," Technological Forecasting and Social Change, Elsevier, vol. 107(C), pages 59-68.

    More about this item

    Keywords

    ;
    ;
    ;
    ;
    ;
    ;
    ;
    ;
    ;
    ;
    ;
    ;

    Statistics

    Access and download statistics

    Corrections

    All material on this site has been provided by the respective publishers and authors. You can help correct errors and omissions. When requesting a correction, please mention this item's handle: RePEc:sae:simgam:v:40:y:2009:i:3:p:377-403. See general information about how to correct material in RePEc.

    If you have authored this item and are not yet registered with RePEc, we encourage you to do it here. This allows to link your profile to this item. It also allows you to accept potential citations to this item that we are uncertain about.

    If CitEc recognized a bibliographic reference but did not link an item in RePEc to it, you can help with this form .

    If you know of missing items citing this one, you can help us creating those links by adding the relevant references in the same way as above, for each refering item. If you are a registered author of this item, you may also want to check the "citations" tab in your RePEc Author Service profile, as there may be some citations waiting for confirmation.

    For technical questions regarding this item, or to correct its authors, title, abstract, bibliographic or download information, contact: SAGE Publications (email available below). General contact details of provider: .

    Please note that corrections may take a couple of weeks to filter through the various RePEc services.

    IDEAS is a RePEc service. RePEc uses bibliographic data supplied by the respective publishers.