PUBLICATIONS

Back to Keynote speakers





DR.ANDERSON




(1) Anderson, C.A., & Dill, K.E. (2000). Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78, 772-790. This paper was the first empirical paper on the harmful effects of violent video games to be published in a top psychology journal. It still is the most widely cited paper in this domain.

(2) Anderson, C.A., & Bushman, B.J. (2002). Human aggression. Annual Review of Psychology, 53, 27-51. This paper was the first comprehensive presentation of the General Aggression Model.

(3) 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, 353-359. This was the first comprehensive meta-analysis of violent video game effects. It not only summarized what was known at the time, but also pointed the way to future studies that were needed to advance the field.

(4) Anderson, C.A., Berkowitz, L., Donnerstein, E., Huesmann, L.R., Johnson, J., Linz, D., Malamuth, N., & Wartella, E. (2003). The influence of media violence on youth. Psychological Science in the Public Interest, 4, 81-110. This paper summarizing the field of media violence effects was co-authored by a panel of experts created by the U.S. Surgeon General's office.

(5). Anderson, C. A., Carnagey, N. L., Flanagan, M., Benjamin, A. J., Eubanks, J., & Valentine, J. C. (2004). Violent video games: Specific effects of violent content on aggressive thoughts and behavior. Advances in Experimental Social Psychology, 36, 199-249. This collection of studies is noteworthy primarily because it clearly demonstrated that violent video games increased aggressive behavior primarily by increasing aggressive thought patterns.

(6) Carnagey, N. L., & Anderson, C.A., Bushman, B. J. (2007). The effect of video game violence on physiological desensitization to real-life violence. Journal of Experimental Social Psychology, 43, 489-496. This paper was the first to clearly demonstrate that playing violent video games can decrease helping behavior by decreasing normal emotional reactions to images of real world violence.

(7) Gentile, D. A., Anderson, C. A., Yukawa, S., Ihori, N., Saleem, M., Ming, L. K., Shibuya, A., Liau, A. K., Khoo, A., Bushman, B. J., Huesmann, L. R. & Sakamoto, A. (2009). The effects of prosocial video games on prosocial behaviors: International evidence from correlational, experimental, and longitudinal studies. Personality and Social Psychology Bulletin, 35, 752-763. This paper was the first to demonstrate that nonviolent prosocial video games increase helping or prosocial behavior.

(8) Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B.J., Sakamoto, A., Rothstein, H.R., & Saleem, M. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries. Psychological Bulletin, 136, 151-173. This is the most recent comprehensive meta-analysis of violent video game effects. It conclusively showed that exposure to violent video games is a causal risk factor for physically aggressive and violent behavior, that these effects occur immediately after playing such games and have long term effects on aggressive personality, and that these effects generalize across gender and culture.

(9) Bailey, K., West. R., & Anderson, C. A. (2011). The influence of video games on social, cognitive, and affective information processing. Chapter in J. Decety & J. Cacioppo (Eds.) Handbook of Social Neuroscience. (pp. 1001-1011). New York: Oxford University Press. This chapter summarizes laboratory research indicating that habitual exposure to violent video games is associated with poorer executive control and with changes in brain functions when processing violent images.

(10) Saleem, M., & Anderson, C. A. (2013). Arabs as terrorists: Effects of stereotypes within violent contexts on attitudes, perceptions and affect. Psychology of Violence, 3, 84-99. This paper is the first to show that playing certain types of violent video games increases negative stereotyping of Arab/Muslim people.

(11) Prot, S., Gentile, D. G., Anderson, C. A., Suzuki, K., Swing, E., Lim, K. M., Horiuchi, Y., Jelic, M., Krahé, B., Liuqing, W., Liau, A., Khoo, A., Petrescu, P. D., Sakamoto, A., Tajima, S., Toma, R. A., Warburton, W. A., Zhang, X., & Lam, C. P. (2014). Long-term relations between prosocial media use, empathy and prosocial behavior. Psychological Science, 25, 358 –368. This paper used data from multiple countries and further confirmed that using prosocial media can increase empathy and prosocial behavior, and that these effects generalize across culture.