Article

The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance.

National Institute on Media and the Family, 606 24th Avenue South, Suite 606, Minneapolis, MN 55454, USA.
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.

2 Bookmarks
 · 
393 Views
  • Source
    [Show abstract] [Hide abstract]
    ABSTRACT: Biomed Biopharm Res. , 2014; (11) 1: , 33-44 33 Biomedical and Biopharmaceutical Research J o r n a l d e I n v e s t i g a ç ã o B i o m é d i c a e B i o f a r m a c ê u t i c a Abstract Physical activity is an essential component of a healthy lifestyle, promoting health and preventing various chronic diseases. Despite this evidence, it is known that the younger generations invest much time in sedentary activities such as television viewing, videogames or reading, which potentially can lead to an increase in the prevalence of sedentary behaviors in adulthood. These behaviors have been identified as factors of disturbance in the balance between intake and energy expenditure, contributing to the increasing number of overweight and obese people and, further downstream, the prevalence of cardiovascular diseases and cancer (among others). The emergence of the Exergames (videogames that involve physical activity, either light, moderate or intense) and games whose narrative alters pathogenic beliefs, contrary to the potential risk effect of gaming, by combining the playful context of videogames with physical activity (mild to intense). This study discusses some salutogenic principles of a new generation of videogames where virtual and real come together, ipromoting salutogenic behavioral patterns, namely through greater energy expenditure. The ideas are based on theoretical and empirical contributions from health psychology, in addition to the potential of computer technology applicable to traditional videogames and Exergames
    Biomedical and Biopharmaceutical Research. 07/2014; 11(1):33.
  • Source
    [Show abstract] [Hide abstract]
    ABSTRACT: This study was designed to identify the relationship between video and computer games use on attention, memory, academic performance and problems behavior in school children in Bogotá. Memory and attention were assessed using a set of different scales of ENI Battery (Matute, Rosselli, Ardila, & Os-trosky-Solís, 2007). For Academic performance, school newsletters were used. Behavioral problems were assessed through the CBCL / 6 -18 questionnaire (Child Behavior Checklist) of (Achenbach & Edelbrock, 1983). 123 children and 99 parents were enrolled in 2 factorial design experimental studies. The results did not support the hypothesis of a significant change in memory tests, or intra-subject selective visual and hearing attention. However, these variables showed significant differences among children exposed to habitual videogames consumption. No differences were found between the level of regular video games consumption in school children and academic performance variables or behavioral problems.
    Suma Psicológica. 09/2011; 18(2):99-110.
  • Source
    [Show abstract] [Hide abstract]
    ABSTRACT: Previous studies have suggested that there is a positive correlation between the extent of video gaming and efficiency of surgical skill acquisition on laparoscopic and endovascular surgical simulators amongst trainees. However, the link between video gaming and orthopaedic trauma simulation remains unexamined, in particular dynamic hip screw (DHS) stimulation.
    PLoS ONE 01/2014; 9(10):e110212. · 3.53 Impact Factor

Full-text (2 Sources)

Download
139 Downloads
Available from
May 26, 2014