Impressions of videogame research of 2010

Kirino KousakaThis year, 2010, was quite the turning point in my life as it was the first time I went outside of Quebec (when going to Winnipeg for CPA), going outside of the country and joining an eclectic Communication department as a graduate student and suffering under the Quarter system.

The number of videogame research is steadily increasing from 2008, which I collected 63, to 133 articles this year, including some conference papers, some articles loosely related to videogames (i.e. general media use research) and three master’s dissertations. I haven’t included some of the more recent studies since they are either still in press, published in 2011 journal issues nor those in the humanities side of videogame studies, such as Games & Culture.

Here are some highlights of videogames research in 2010 that created some media attention:

  • In March 2010, Craig A. Anderson (Iowa State University) and 7 co-authors published a meta-analysis in Psychological Bulletin. This meta-analysis examined findings across cultures, Western and Eastern (Chigau, it’s more likely to Japanese culture since their literature review in Eastern cultures was through the Japanese psychological literature). Christopher J. Ferguson (Texas A&M International University) and others published a comment on that study which prompted two reply articles, all of them in the same journal issue.
  • In the summer of 2010, the publication of the special issue in Review of General Psychology: Video Games: Old Fears and New Directions. Several articles in that issue were publicly available (and still is as of this writing), but the timing couldn’t be worse with the summer and working at an international airport. So, I ended up blogging about Andrew Przybylski’s (University of Rochester) article on the motivations of video games.
  • I count 6 longitudinal studies and one prospective analysis study published in 2010. Quite impressive for videogame research, unfortunately none of them held my attention long enough for a blog post and the prospective analysis was published just a few days ago.
    • Ferguson, C. (2010). Video Games and Youth Violence: A Prospective Analysis in Adolescents. Journal of Youth and Adolescence , (pp. 1-15). http://dx.doi.org/10.1007/s10964-010-9610-x
    • Gentile, D. A., Coyne, S., & Walsh, D. A. (2010). Media violence, physical aggression, and relational aggression in school age children: a short-term longitudinal study. Aggressive Behavior , (p. n/a). http://dx.doi.org/10.1002/ab.20380
    • Witt, E. A., Massman, A. J., & Jackson, L. A. (2010). Trends in youth’s videogame playing, overall computer use, and communication technology use: The impact of self-esteem and the Big Five personality factors. Computers in Human Behavior .  http://dx.doi.org/10.1016/j.chb.2010.10.025
    • Jackson, L. A., von Eye, A., Witt, E. A., Zhao, Y., & Fitzgerald, H. E. (2011). A longitudinal study of the effects of Internet use and videogame playing on academic performance and the roles of gender, race and income in these relationships. Computers in Human Behavior , 27 (1), 228-239. http://dx.doi.org/10.1016/j.chb.2010.08.001
    • Mößle, T., Kleimann, M., Rehbein, F., & Pfeiffer, C. (2010). Media use and school achievement – boys at risk? British Journal of Developmental Psychology , 28 (3), 699-725.  http://dx.doi.org/10.1348/026151009X475307
    • Krahé, B., & Möller, I. (2010). Longitudinal effects of media violence on aggression and empathy among German adolescents. Journal of Applied Developmental Psychology , 31 (5), 401-409.  http://dx.doi.org/10.1016/j.appdev.2010.07.003
    • van Rooij, A. J., Schoenmakers, T. M., van de Eijnden, R. J., & van de Mheen, D. (2010). Compulsive Internet Use: The Role of Online Gaming and Other Internet Applications. Journal of Adolescent Health , 47 (1), 51-57. http://dx.doi.org/10.1016/j.jadohealth.2009.12.021
  • I’ve lost count on studies that examined videogame effects on aggression and its variants, but there are just four studies that looked into the prosocial effects of videogames. Now I’m certain there are more that I might not know of, so if you know some studies that I didn’t list, please tell me.
    • Ferguson, C. J., & Garza, A. (2010). Call of (civic) duty: Action games and civic behavior in a large sample of youth. Computers in Human Behavior . http://dx.doi.org/10.1016/j.chb.2010.10.026
    • Sestir, M. A., & Bartholow, B. D. (2010). Violent and nonviolent video games produce opposing effects on aggressive and prosocial outcomes. Journal of Experimental Social Psychology , 46 (6), 934-942. http://dx.doi.org/10.1016/j.jesp.2010.06.005
    • Krahé, B., & Möller, I. (2010). Links between self-reported media violence exposure and teacher ratings of aggression and prosocial behavior among German adolescents. Journal of Adolescence . http://dx.doi.org/10.1016/j.adolescence.2010.05.003
    • Greitemeyer, T., & Osswald, S. (2010). Effects of prosocial video games on prosocial behavior. Journal of Personality and Social Psychology , 98 (2), 211-221. http://dx.doi.org/10.1037/a0016997

Congratulations to Dustin Redmond (Iowa State University) for his thesis on videogame effects on family communication. Matthew Grizzard (Michigan State University) for his thesis on the interaction between videogame character roles and acceptance of type-specific violence. William Stone (Iowa State University) for his thesis on violent videogames and forgiveness.

That is all.

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