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Violent Video Game Effects on Children and AdolescentsTheory, Research, and Public Policy$
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Craig A. Anderson, Douglas A. Gentile, and Katherine E. Buckley

Print publication date: 2007

Print ISBN-13: 9780195309836

Published to Oxford Scholarship Online: April 2010

DOI: 10.1093/acprof:oso/9780195309836.001.0001

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PRINTED FROM OXFORD SCHOLARSHIP ONLINE (oxford.universitypressscholarship.com). (c) Copyright Oxford University Press, 2021. All Rights Reserved. An individual user may print out a PDF of a single chapter of a monograph in OSO for personal use. date: 23 October 2021

Violent Video Games: Background and Overview

Violent Video Games: Background and Overview

(p.3) 1 Violent Video Games: Background and Overview
Violent Video Game Effects on Children and Adolescents

Craig A. Anderson

Douglas A. Gentile

Katherine E. Buckley

Oxford University Press

This chapter presents a brief history of violent video games, youth exposure to such games, and an overview of things to come. Although video games emerged in the 1970s, it wasn't until the 1990s that extremely violent games came of age. A few researchers began exploring potential harmful effects in the 1980s, but it was the rash of school shootings that began in the late 1990s that attracted the attention of the general public. Over time, the use of violent video games by children and adolescents has increased in several ways. Although boys are still more likely to play violent games than girls, the gap is closing. Boys still play more hours per week than girls, but the amount of time spent on violent games appears to be increasing for all subgroups. A brief overview of the developmental approach used in the rest of the book is also presented.

Keywords:   violent video games, school shootings, amount of exposure, developmental overview

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