Violent Video Games, Sexist Video Games, and the Law: Why Can't We Find Effects?

被引:10
作者
Ferguson, Christopher J. [1 ]
机构
[1] Stetson Univ, Dept Psychol, Deland, FL 32723 USA
来源
ANNUAL REVIEW OF LAW AND SOCIAL SCIENCE, VOL 14 | 2018年 / 14卷
关键词
video games; aggression; violence; sexist attitudes; sexism; law; SELF-OBJECTIFICATION; PROSOCIAL BEHAVIOR; ANGRY CHILDREN; DIGITAL GAMES; AGGRESSION; EXPOSURE; EMPATHY; AGE; SENSATIONALISM; ASSOCIATION;
D O I
10.1146/annurev-lawsocsci-101317-031036
中图分类号
D9 [法律]; DF [法律];
学科分类号
0301 ;
摘要
During the early 2000s, several states and municipalities sought to regulate minors' access to violent video games owing to perceived harms to minors. The resultant case law, culminating in the US Supreme Court case Brown v. EMA (2011), demonstrated court skepticism of the science linking violent games to harm in minors. Such skepticism was increasingly confirmed as numerous newer studies could not link violent games to socially relevant outcomes. In more recent years, there has been a newer focus on sexist games and the harm these might cause. This field appears at risk for repeating some of the problems of the violent game field, including exaggeration of mixed findings, lack of curiosity regarding null findings, and unreliable research designs. By persisting in advancing a narrative of public health crisis, despite evidence to the contrary, social science has risked damaging its reputation in the eyes of the courts.
引用
收藏
页码:411 / 426
页数:16
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