Grand Theft Auto is a "Sandbox" Game, but There are Weapons, Criminals, and Prostitutes in the Sandbox: Response to Ferguson and Donnellan (2017)

J Youth Adolesc. 2017 Dec;46(12):2460-2466. doi: 10.1007/s10964-017-0731-3. Epub 2017 Aug 23.

Abstract

In this issue, (Ferguson, C. J., & Donnellan, B. D., Journal of Youth and and Adolescence, published online 21 June 2017) criticize one of our studies (Gabbiadini, A., Riva, P., Andrighetto, L., Volpato, C., & Bushman, B. J., PLoS ONE, 11: 1-14, 2016) that found violent sexist video games can reduce empathy for female violence victims in male players who identify with violent male game characters, and do so by increasing masculine beliefs. Their main criticism is a "straw person" argument built on a claim that we never made (i.e., a direct effect of sexist-violent video games on empathy). They also made several other criticisms of our article. We appreciate the opportunity to respond to their criticisms in this article. We also point out some flaws in their reanalysis. Despite their criticisms, the core contributions of our original article remain intact.

Keywords: Child development; Empathy; Reanalysis; Sexism; Sexist video games; Violent video games.

Publication types

  • Editorial
  • Comment

MeSH terms

  • Adolescent
  • Aggression
  • Criminals*
  • Empathy
  • Female
  • Humans
  • Male
  • Sex Workers*
  • Theft
  • Video Games*
  • Weapons