The Effects of Violent Video Game Habits on Adolescent Aggressive Attitudes and Behaviors

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Journal of Adolescence (Impact Factor: 2.05). 03/2004; 27(1):5-22. DOI: 10.1016/j.adolescence.2003.10.002
Source: PubMed

ABSTRACT Video games have become one of the favorite activities of American children. A growing body of research is linking violent video game play to aggressive cognitions, attitudes, and behaviors. The first goal of this study was to document the video games habits of adolescents and the level of parental monitoring of adolescent video game use. The second goal was to examine associations among violent video game exposure, hostility, arguments with teachers, school grades, and physical fights. In addition, path analyses were conducted to test mediational pathways from video game habits to outcomes. Six hundred and seven 8th- and 9th-grade students from four schools participated. Adolescents who expose themselves to greater amounts of video game violence were more hostile, reported getting into arguments with teachers more frequently, were more likely to be involved in physical fights, and performed more poorly in school. Mediational pathways were found such that hostility mediated the relationship between violent video game exposure and outcomes. Results are interpreted within and support the framework of the General Aggression Model.

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Available from: Douglas A Gentile, Aug 26, 2015
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    • "rious fields using a variety of methods . Some studies that employed longitudinal procedures showed that the more violent the television programs that participants watched as children , the higher their levels of aggression in the long run ( Eron and Huesmann , 1980 ; Anderson and Bushman , 2002 ; Johnson et al . , 2002 ; Huesmann et al . , 2003 ; Gentile et al . , 2004 ) . Other researchers have used an experimental design to explore the short - term or long - term impact of exposure to media violence ( video games , film clips , and TV violence ) on undergraduates . All the results showed that media violence elicited aggressive attitudes , cognition , and behaviors ( Kiewitz and Weaver , 2001 ; Ander"
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    • "Media violence scores across the three favorite programs were averaged and higher scores represented higher levels of media violence exposure on television . Such a technique has been used in a number of media violence studies, with viewer self-reported ratings of media violence being correlated with expert ratings of violence at r=.75 (e.g., Anderson et al. 2007; Gentile et al. 2004). "
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    • "For example, playing video games has been found to be related to aggressive behavior (Anderson, Gentile, & Buckley, 2007; Gentile, Lynch, Linder, & Walsh, 2004). Playing video games, computer games, watching television, and talking on the phone also have been negatively associated with academic performance (Durkin, & Barber, 2002; Gentile, et al., 2004). In addition, time spent watching television and playing video games has been linked to physical inactivity, weight, and body fat during adolescence (Koezuka, Koo, Allison, Adlaf, Dwyer, Faulkner, & Goodman, 2006; Marshall, Biddle, Gorely, Cameron, & Murdey, 2004). "
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