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


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
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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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    • "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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    • "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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