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Supreme Court decision on violent video games was based on the First Amendment, not scientific evidence.

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TLDR
Comments on the article, "Violent video games and the Supreme Court: Lessons for the scientific community in the wake of Brown v. Entertainment Merchants Association," by C. J. Ferguson, agree that the U.S. Supreme Court case involving violent video games offers scientists a unique opportunity to reflect on violent video game research and findings, but disagree with many of the points he made.
Abstract
Comments on the article, "Violent video games and the Supreme Court: Lessons for the scientific community in the wake of Brown v. Entertainment Merchants Association," by C. J. Ferguson (see record 2013-04752-001). The commentators agree with Ferguson that the U.S. Supreme Court case involving violent video games offers scientists a unique opportunity to reflect on violent video game research and findings. However, they disagree with many of the points he made. Due to space limits, they focus on five major areas of disagreement: 1) The Supreme Court decision was based on the First Amendment, not scientific evidence, 2) comparison of two amicus briefs, 3) some disagreement in the field does mean that the field is evenly divided, 4) what constitutes a trivial effect, and 5) laboratory measures of aggression are not trivial. (PsycINFO Database Record (c) 2014 APA, all rights reserved). Language: en

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White Paper: Games for Health for Children—Current Status and Needed Research

TL;DR: In this paper, the authors proposed guidelines for ideal use of different types of G4H by children and adolescents to enhance effectiveness and minimize adverse effects, and provided guidelines for how to select the game design and behavior change procedures that best promote the effectiveness and to identify and minimize possible adverse effects.
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Real-World Persuasion From Virtual-World Campaigns How Transportation Into Virtual Worlds Moderates In-Game Influence

TL;DR: Three studies tested the hypothesis that transportation into a virtual game heightens susceptibility to influence from in-game health communications and revealed evidence that transportation disrupts counter-arguing among individuals who might otherwise resist real-world influence attempts.
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Triple Whammy! Violent Games and Violent Controllers: Investigating the Use of Realistic Gun Controllers on Perceptions of Realism, Immersion, and Outcome Aggression

TL;DR: In this paper, the authors show that using a realistic firearm controller positively impacts cognitive aggression and increased perceptions of game realism and feelings of immersion in a violent first-person shooter video game.
References
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Journal ArticleDOI

Violent Video Game Effects on Aggression, Empathy, and Prosocial Behavior in Eastern and Western Countries: A Meta-Analytic Review.

TL;DR: The evidence strongly suggests that exposure to violent video games is a causal risk factor for increased aggressive behavior, aggressive cognition, and aggressive affect and for decreased empathy and prosocial behavior.
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One hundred years of social psychology quantitatively described

TL;DR: A large number of social psychological conclusions are listed alongside meta-analytic information about the magnitude and variability of the corresponding effects as mentioned in this paper, and the results from more than 25,000 studies of 8 million people.
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External Validity of “Trivial” Experiments: The Case of Laboratory Aggression:

TL;DR: In this article, the external validity of artificial "trivial" laboratory settings is examined, and the meta-analysis was used to examine five situational variables (provocation, violent media, alcohol, anonymity, hot temperature) and three individual difference variables (sex, Type A personality, trait aggressiveness) in real-world and laboratory aggression studies.
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