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Journal

2014 | 1(6) | 57-73

Article title

Krytyka psychologicznych badań nad przemocą w grach komputerowych. Przykład Christophera J. Fergusona

Selected contents from this journal

Title variants

Languages of publication

PL

Abstracts

EN
CRITICISM OF PSYCHOLOGICAL RESEARCH ON VIOLENCE IN VIDEO GAMES. THE CASE OF CHRISTOPHER J. FERGUSON

Journal

Year

Issue

Pages

57-73

Physical description

Document type

article

Contributors

  • Stanisław Krawczyk, Uniwersytet Warszawski, Wydział Filozofii i Socjologii, Instytut Socjologii, ul. Karowa 18, 00-927 Warszawa, Poland
  • Stanisław Krawczyk, Uniwersytet Warszawski, Wydział Filozofii i Socjologii, Instytut Socjologii, ul. Karowa 18, 00-927 Warszawa, Poland

References

  • American Psychological Association (2010). Violent Video Games May Increase Aggression in Some But Not Others, Says New Research. Online: <http://www.apa.org/news/press/releases/2010/06/violent-video-games.aspx>.
  • American Psychological Association. (2013). Congratulations, award winners. Online: <http://www.apa.org/monitor/2013/09/award-winners.aspx>.
  • Brzeziński, J. (2004). Metodologia badań psychologicznych. Warszawa: Wydawnictwo Naukowe PWN.
  • Bushman, B.J., Anderson, C.A. (2002). Violent video games and hostile expectations: A test of the General Aggression Model. Personality and Social Psychology Bulletin, 28(12), s. 1679–1686.
  • Bushman, B. Huesmann, L.R. (2014). Twenty-Five Years of Research on Violence in Digital Games and Aggression Revisited. A Reply to Elson and Ferguson (2013). European Psychologist, 19(1), s. 47–55.
  • Elson, M., Ferguson, C. (2014a). Twenty-Five Years of Research on Violence in Digital Games and Aggression. Empirical Evidence, Perspectives and a Debate Gone Astray. European Psychologist, 19(1), s. 33–46.
  • Elson, Ferguson (2014b). Does Doing Media Violence Research Make One Aggressive? The Ideological Rigidity of Social-Cognitive Theories of Media Violence and a Response to Bushman and Huesmann (2013), Krahé (2013), and Warburton (2013). European Psychologist, 19(1), s. 68–75.
  • Ferguson, C.J. (2007). Evidence for publication bias in video game violence effects literature: A meta-analytic review. Aggression and Violent Behavior, 12(4), s. 470–482.
  • Ferguson, C.J. (2008). The school shooting/violent video game link: Causal link or moral panic? Journal of Investigative Psychology and Offender Profiling, 5(1–2), s. 25–37.
  • Ferguson, C.J. (2009a). An effect size primer: A guide for clinicians and researchers. Professional Psychology: Research and Practice, 40(5), s. 532–538.
  • Ferguson, C.J. (2009b). Media violence effects: Confirmed truth, or just another X-File? Journal of Forensic Psychology Practice, 9(2), s. 103–126.
  • Ferguson, C.J. (2010). Blazing Angels or Resident Evil? Can violent video games be a force for good? Review of General Psychology, 14(2), s. 68–81.
  • Ferguson, C.J. (2011). Video games and youth violence: A prospective analysis in adolescents. Journal of Youth & Adolescence, 40(4), s. 377–391.
  • Ferguson, C.J. (2013). Violent Video Games and the Supreme Court. Lessons for the Scientific Community in the Wake of Brown v. Entertainment Merchants Association. American Psychologist, 68(2), s. 57–74.
  • Ferguson, C.J., Beaver, K.M. (2009). Natural born killers: The genetic origins of extreme violence. Aggression and Violent Behavior, 14(5), s. 286–294.
  • Ferguson, C.J., Brannick, M.T. (2012). Publication bias in psychological science: Prevalence, methods for identifying and controlling, and implications for the use of meta-analyses. Psychological Methods, 17(1), s. 120–128.
  • Ferguson, C.J., Colwell, J., Mlačic, B., Milas, G., Mikloušic, I. (2011). Personality and media influences on violence and depression in a cross-national sample of young adults: Data from Mexican–Americans, English and Croatians. Computers in Human Behavior, 27(3), s. 1195–1200.
  • Ferguson, C.J., Coulson, M., Barnett, J. (2011). Psychological profiles of school shooters: positive directions and one big wrong turn. Journal of Police Crisis Negotiations, 11(2), s. 141–158.
  • Ferguson, C.J., Cruz, A.M., Martinez, D., Rueda, S.M., Ferguson, D.E., Negy, C. (2008). Personality, parental, and media influences on aggressive personality and violent crime in young adults. Journal of Aggression, Maltreatment & Trauma, 17(4), s. 395–414.
  • Ferguson, C.J., Dyck, D. (2012). Paradigm change in aggression research: The time has come to retire the General Aggression Model. Aggression and Violent Behavior, 17(3), s. 220–228.
  • Ferguson, C.J., Garza, A. (2011). Call of (civic) duty: Action games and civic behavior in a large sample of youth. Computers in Human Behavior, 27(2), s. 770–775.
  • Ferguson, C.J., Garza, A., Jerabeck, J., Ramos, R., Galindo, M. (2013). Not worth the fuss after all? Cross-sectional and prospective data on violent video game influences on aggression, visuospatial cognition and mathematics ability in a sample of youth. Journal of Youth and Adolescence, 42(1), s. 109–122.
  • Ferguson, C.J., Heene, M. (2012). A vast graveyard of undead theories: Publication bias and psychological science’s aversion to the null. Perspectives on Psychological Science, 7(6), s. 550–556.
  • Ferguson, C.J., Jerabeck, J. (2013). The influence of solitary and cooperative violent video game play on aggressive and prosocial behavior. Computers in Human Behavior, 29(6), s. 2573–2578.
  • Ferguson, C.J., Kilburn, J. (2009). The public health risks of media violence: A meta-analytic review. Journal of Pediatrics, 154(5), 759–763.
  • Ferguson, C.J., Kilburn, J. (2010). Much ado about nothing: The misestimation and overinterpretation of violent video game effects in Eastern and Western nations: Comment on Anderson et al. (2010). Psychological Bulletin, 136(2), 174–178.
  • Ferguson, C.J., Rueda, S.M. (2009). Examining the validity of the modified Taylor competitive reaction time test of aggression. Journal of Experimental Criminology, 5(2), s. 121–137.
  • Ferguson, C.J., Rueda, S.M., Cruz, A.M., Ferguson, D.E., Fritz, S., Smith, S.M. (2008). Violent video games and aggression: Causal relationship or byproduct of family violence and intrinsic violence motivation? Criminal Justice and Behavior, 35(3), s. 311–332.
  • Ferguson, C.J., San Miguel, C., Garza, A., Jerabeck, J. (2012). A longitudinal test of video game violence effects on dating violence, aggression and bullying: A 3-year longitudinal study of adolescents. Journal of Psychiatric Research, 46, s. 141–146.
  • Ferguson, C.J., San Miguel, C., Hartley, R.D. (2009). A multivariate analysis of youth violence and aggression: The influence of family, peers, depression and media violence. Journal of Pediatrics, 155(6), s. 904–908.
  • Ferguson, C.J., Savage, J. (2012). Have recent studies addressed methodological issues raised by five decades of television violence research? A critical review. Aggression and Violent Behavior, 17(2), s. 129–139.
  • Ferguson, C.J., Smith, S., Miller-Stratton, H., Fritz, S., Heinrich, E. (2008). Aggression in the laboratory: Problems with the validity of the modified Taylor Competitive Reaction Time Test as a measure of aggression in media violence studies. Journal Of Aggression, Maltreatment & Trauma, 17(1), s. 118–132.
  • Hornowska, E. (2005). Testy psychologiczne. Teoria i praktyka. Warszawa: Wydawnictwo Naukowe „Scholar”.
  • Jędrzejko, M. (2011). Śmierć jako zabawa. Człowiek w świecie gier komputerowych i sieciowych (spojrzenie socjopedagogiczne). Media i Społeczeństwo, 1(1), s. 165–179.
  • Krahé, B. (2014). Restoring the Spirit of Fair Play in the Debate About Violent Video Games. A Comment on Elson and Ferguson (2013). European Psychologist, 19(1), s. 56–59.
  • Ramos, R.A., Ferguson, C.J., Frailing, K., Romero-Ramirez, M. (2013). Comfortably numb or just yet another movie? Media violence exposure does not reduce viewer empathy for victims of real violence among primarily Hispanic viewers. Psychology of Popular Media Culture, 2(1), s. 1–10.
  • Valadez, J.J., Ferguson, C.J. (2012). Just a game after all: Violent video game exposure and time spent playing effects on hostile feelings, depression, and visuospatial cognition. Computers in Human Behavior, 28(2), s. 608–616.
  • Warburton, W. (2014). Apples, Oranges, and the Burden of Proof – Putting Media Violence Findings Into Context. European Psychologist, 19(1), s. 60–67.

Document Type

Publication order reference

Identifiers

YADDA identifier

bwmeta1.element.desklight-7dec0d04-3ccc-4048-89e1-b953f3f00d44
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