precautionary principle: "an approach to mitigating societal harm that puts protections in place when there is a plausible risk."
positive correlation: "... an appetitive social learning theory that proposes that repeated exposure to violent media increases the accessibility of aggressive thoughts, which in turn increases the probability of aggressive cognitive schema, emotions and behaviour."
" motivation research indicates many factors key to understanding games are often overlooked by GAM researchers, such as the observation that aggressive individuals gravitate towards violent games"
"violent games might foment player aggression in experimental studies not because they prime aggressive cognitive schema, but rather that they frustrate the basic psychological need for competence "
across 37 studies, n=29113
excluded publication bias r = 0.21 95%CI [0.2 -0.22]
measurement flexibility among studies ~ Effects of Digital Gaming on Children and Teenagers in Singapore project
"violent gaming effects research relies on self-reported data entirely provided by young people. " -> why this study collected caregivers' data. " mischievous responding—a phenomenon in which research participants exaggerate their responses by selecting extreme, and sometimes implausible, response options when providing self-report data."
Over numbers of computational approaches on lab task(competitive reaction time task)
"time spent playing violent video games is positively associated with adolescents’ everyday behavioural aggression"
"the significance, direction and effects sizes observed between video game engagement, operationalized as time spent playing violent video games, and aggressive behaviour, operationalized using carer reports of adolescents’ aggression."
EXPPSY_Book