Dorothy E. Warner’s research while affiliated with Massachusetts General Hospital and other places

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Publications (6)


Violent Video Games, Catharsis Seeking, Bullying, and Delinquency: A Multivariate Analysis of Effects
  • Article

July 2010

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4,437 Reads

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76 Citations

Crime & Delinquency

Christopher J. Ferguson

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Dorothy E. Warner

The effects of violent video game exposure on youth aggression remain an issue of significant controversy and debate. It is not yet clear whether violent video games uniquely contribute to long-term youth aggression or whether any relationship is better explained through third variables such as aggressive personality or family environment. The current study examines the influence of violent video game exposure on delinquency and bullying behavior in 1,254 seventh- and eighth-grade students. Variables such as parental involvement, trait aggression, stress, participation in extracurricular activities, and family/peer support were also considered. Results indicated that delinquent and bullying behavior were predicted by the child's trait aggression and stress level. Violent video game exposure was not found to be predictive of delinquency or bullying, nor was level of parental involvement. These results question the commonly held belief that violent video games are related to youth delinquency and bullying.


M-Rated Video Games and Aggressive or Problem Behavior Among Young Adolescents
  • Article
  • Full-text available

October 2009

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3,577 Reads

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79 Citations

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Lee Baer

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Armand M. Nicholi II

This research examined the potential relationship between adolescent problem behaviors and amount of time spent with violent electronic games. Survey data were collected from 1,254 7th and 8th grade students in two states. A “dose” of exposure to Mature-rated games was calculated using Entertainment Software Rating Board ratings of titles children reported playing “a lot in the past six months,” and average days per week of video game play. Analyses were conducted using simultaneous logistic regression for binary outcome variables, and simultaneous multiple linear regression for continuous outcome variables, controlling for a series of potential confounders. M-rated game dose predicted greater risk for bullying (p

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Training Pediatric Residents and Pediatricians About Adolescent Mental Health Problems: A Proof-of-Concept Pilot for a Proposed National Curriculum

September 2008

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38 Reads

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22 Citations

Academic Psychiatry

This article presents a DVD-based educational program intended to help pediatric residents and practicing pediatricians recognize and respond to adolescent depression in busy primary care settings. Representatives from pediatrics and adolescent medicine, child and adolescent psychiatry and psychology, and experts in the creation of educational mental health programs met to design a multimedia approach to improving the mental health diagnostic skills among pediatric residents. The authors chose depression as the initial topic because of its relatively high prevalence among children and adolescents, and evidence suggesting that pediatricians may have difficulty diagnosing this disorder in the primary care setting. The authors created a 30-minute DVD program featuring depressed adolescents and experts in child psychiatry and adolescent medicine. After viewing the DVD, residents in the training program, as well as practicing pediatricians, completed a standardized survey to assess the usefulness and attractiveness of this approach to pediatric education. The survey results support the potential value of this type of material and the feasibility of similar programs in addressing an array of mental health concerns in pediatric residencies. Participants found the program useful and indicated interest in receiving more educational programs in this format. The authors suggest that the relative ease with which initiatives such as this media-based approach can be implemented make this educational technique appropriate and feasible on a large scale for programs throughout the nation and for a variety of mental health concerns.


Parents' and Sons' Perspectives on Video Game Play: A Qualitative Study

January 2008

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8,145 Reads

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108 Citations

Journal of Adolescent Research

Public policy efforts to restrict children's access to electronic games with violent or sexual content are often predicated on assumptions about parental concerns. As an initial step in determining whether those assumptions are accurate, the authors conduct focus groups of 21 adolescent boys and 21 of their parents or guardians to explore parents' concerns, compare parents' and children's perceptions, and see whether these are consistent with the focus of proposed legislation and other public policy efforts. Parents' primary concern is that games not interfere with their children's schoolwork, social skills, and exercise. They worry about exposure to violent content, but definitions of and opinions about what is harmful vary and may not match proposed public policies. (Contains 1 table.)


The Role of Violent Video Game Content in Adolescent DevelopmentBoys' Perspectives

January 2008

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9,322 Reads

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143 Citations

Journal of Adolescent Research

Numerous policies have been proposed at the local, state, and national level to restrict youth access to violent video and computer games. Although studies are cited to support policies, there is no published research on how children perceive the uses and influence of violent interactive games. The authors conduct focus groups with 42 boys ages 12 to 14. Boys use games to experience fantasies of power and fame, to explore and master what they perceive as exciting and realistic environments (but distinct from real life), to work through angry feelings or relieve stress, and as social tools. Boys did not believe they had been harmed by violent games but were concerned that younger children might imitate game behavior (especially swearing).


Figure 1. Frequency of electronic game play in days per week, by gender, among 7th and 8th grade students who had played games within the previous 6 months (n ϭ 1137). 
Table 1 Game popularity: Frequency (%) of five games played most often by boys
Figure 2. Reasons for playing video games for boys and girls. Agreement percentages for questions followed by asterisk (*) significantly larger for males at p Ͻ .001 by Fisher’s Exact Test. Agreement percentages for questions in all capitals significantly larger for M-rated game players at p Ͻ .001 by Fisher’s Exact Test. (n ϭ 1137). 
Table 2 Game popularity: Frequency (%) of five games played most often by girls
Table 3 Correlations among demographic and video game playing characteristics
Factors Correlated with Violent Video Game Use by Adolescent Boys and Girls

August 2007

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7,387 Reads

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224 Citations

Journal of Adolescent Health

To compare the video and computer game play patterns of young adolescent boys and girls, including factors correlated with playing violent games. Data collected in November/December, 2004 from children in grades 7 and 8 at two demographically diverse schools in Pennsylvania and South Carolina, using a detailed written self-reported survey. Of 1254 participants (53% female, 47% male), only 80 reported playing no electronic games in the previous 6 months. Of 1126 children who listed frequently played game titles, almost half (48.8%) played at least one violent (mature-rated) game regularly (67.9% of boys and 29.2% of girls). One third of boys and 10.7% of girls play games nearly every day; only 1 in 20 plays often or always with a parent. Playing M-rated games is positively correlated (p < .001) with being male, frequent game play, playing with strangers over the Internet, having a game system and computer in one's bedroom, and using games to manage anger. Most young adolescent boys and many girls routinely play M-rated games. Implications for identifying atypical and potentially harmful patterns of electronic game use are discussed, as well as the need for greater media literacy among parents.

Citations (6)


... Additionally, cortisol was found to be inversely associated with dominance (e.g., [17]), which could then also explain the cortisol decrease for people with greater levels of Machiavellianism in the violent condition. However, it must be noted, that the regulation effect of dominance for low cortisol levels have been found to jointly work with high levels of testosterone (e.g., [50]), whereas in the current study testosterone levels were unaffected by gameplay. ...

Reference:

Games, hormones, and "dark" personalities: Dark Tetrad and the effects of violent gaming on aggression, cortisol, and testosterone
M-Rated Video Games and Aggressive or Problem Behavior Among Young Adolescents

... However, the gaming environment also serves as a venue for players to express their emotions freely. Most players view video games as fictional settings in which they can engage in activities that are impossible in real life, such as fighting or killing (54). Williams (55) suggested that aggressive games may have a normative effect on some players, potentially triggering MD mechanisms in such environments. ...

The Role of Violent Video Game Content in Adolescent DevelopmentBoys' Perspectives

Journal of Adolescent Research

... Scholars have also investigated the effects of active mediation, restrictive mediation, and co-playing (similar to co-viewing) with video games (Nikken et al., 2007). In video game contexts, research has demonstrated that restrictive mediation is associated with reduced violent behaviors in young players (Laczniak et al., 2017), as well as reduced child delinquency (Ferguson et al., 2014). ...

Violent Video Games, Catharsis Seeking, Bullying, and Delinquency: A Multivariate Analysis of Effects
  • Citing Article
  • July 2010

Crime & Delinquency

... Despite the ongoing debate about play in digital spaces, children themselves describe their active engagement with technology and electronic games as play and describe them as playing [4]. Furthermore, a growing body of research has emerged that examines the benefits of children's play in digital spaces, including a focus on understanding young people's motivation for engaging in play in digital spaces and with electronic games [26][27][28]. Despite a recent influx of research examining the benefits of children's play in digital spaces [29][30][31], to our knowledge there remains no in-depth examination of children's experiences of choice-making in play in digital spaces. ...

Parents' and Sons' Perspectives on Video Game Play: A Qualitative Study

Journal of Adolescent Research

... ASD can be diagnosed by a variety of experts (psychologists, pediatricians and psychiatrists), with the best results coming from a multidisciplinary approach [16]. Two standardized diagnostic tools are available: the STST (Screening Tool for Autism in Toddlers) and the ADOS (Autism Diagnostic Observation Schedule). ...

Training Pediatric Residents and Pediatricians About Adolescent Mental Health Problems: A Proof-of-Concept Pilot for a Proposed National Curriculum
  • Citing Article
  • September 2008

Academic Psychiatry

... Since the 1970s when digital gaming entered the homes and hearts of young people in the form of the first game console, educators and industries have wanted to take advantage of its momentum and combine it with school knowledge. A number of studies indicate that digital games are now a favorite habit, a part of both juvenile and adult life (Greenberg et al., 2008;Olson et al., 2007) exploring their positive or negative effects (Olson et al., 2008;Olson, 2010). ...

Factors Correlated with Violent Video Game Use by Adolescent Boys and Girls

Journal of Adolescent Health