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, Sep 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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    ABSTRACT: The potential harmful effects of media violence have been studied systematically and extensively. However, very little attention has been devoted to the intrigue and struggles between people depicted in the mass media. A longitudinal randomized experimental group-control group, pretest-posttest design study was conducted to examine the potential effects of this type of TV series on young adults. A typical and popular TV series was select as a stimulus. By scrutinizing the outline of this TV series and inspired by studies of the effects of media violence, one behavioral observation and five scales were adopted as dependent measures. The study did not find any effect of the intrigue TV series on any of the six dependent variables. Finally, possible interference variables or moderators were discussed.
    Frontiers in Psychology 04/2015; 6. DOI:10.3389/fpsyg.2015.00529 · 2.80 Impact Factor
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    • "Because of the consistent reports of gender differences with regards to the amount of video game playing (Gentile et al. 2004), we expected to find that overall, males play video games more often than females. We also expected that females would view stereotyped representations of women in video games more negatively compared to male participants, based on previous findings of such differences in young adults (Brenick et al. 2007). "
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    ABSTRACT: This study examined adolescents' attitudes about video games along with their self-reported play frequency. Ninth and eleventh grade students (N = 361), approximately evenly divided by grade and gender, were surveyed about whether video games have stereotypic images, involve harmful consequences or affect one's attitudes, whether game playing should be regulated by parents or the government, and whether game playing is a personal choice. Adolescents who played video games frequently showed decreased concern about the effects that games with negatively stereotyped images may have on the players' attitudes compared to adolescents who played games infrequently or not at all. With age, adolescents were more likely to view images as negative, but were also less likely to recognize stereotypic images of females as harmful and more likely to judge video-game playing as a personal choice. The paper discusses other findings in relation to research on adolescents' social cognitive judgments.
    03/2015; 19(1):170-196. DOI:10.7721/chilyoutenvi.19.1.0170
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    • "However , the information gathered in these studies is based mainly on iden - tifying attitudes through surveys and questionnaires ( Olson et al . , 2007 ) and identifying statistical correlations between digital games and various phenomena such as success at school ( Gentile et al . , 2004 ) . Surprisingly , in a review of the literature , only one study was found that tested the aggression level among children after they had actually played a violent digital game ( Polman , De Castro , & Van Aken , 2008 ) and found that the aggression level after the game rose among the boys but not among the girls . In addition , as far"
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    ABSTRACT: Violence is a major element in many of the present-day's digital games. Despite the extensive research on this subject, the effect of violent digital games on the aggression level among children has not been satisfactorily clarified. The study examines the combined effect of collaborative/competitive game strategy and the presence or absence of violence in the game on the aggression of young adolescents. Fifty-six young adolescents (28 girls, 28 boys) aged 10-13 years old participated in this study. They played digital games and answered questionnaires designed to check the influence of the game on their aggression level immediately after the game. Findings indicate that game strategy may have a significant effect on aggression level: collaborative game strategy was found to repress aggression, whereas competitive strategy was found to raise aggression levels among all subjects. The very existence of violence in the game was not found to be responsible for the aggression level of players. No differences in player aggression levels were found between genders.
    Journal of Educational Computing Research 06/2014; 50(4):449-466. DOI:10.2190/EC.50.4.a · 0.44 Impact Factor
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