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352
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Fontaine RG. On-line social decision making and antisocial behavior: some essential but neglected issues. Clin Psychol Rev 2007; 28:17-35. [PMID: 17916400 DOI: 10.1016/j.cpr.2007.09.004] [Citation(s) in RCA: 24] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/18/2007] [Revised: 09/10/2007] [Accepted: 09/13/2007] [Indexed: 11/19/2022]
Abstract
The last quarter century has witnessed considerable progress in the scientific study of social information processing (SIP) and aggressive behavior in children. SIP research has shown that social decision making in youth is particularly predictive of antisocial behavior, especially as children enter and progress through adolescence. In furtherance of this research, more sophisticated, elaborate models of on-line social decision making have been developed, by which various domains of evaluative judgment are hypothesized to account for both responsive decision making and behavior, as well as self-initiated, instrumental functioning. However, discussions of these models have neglected a number of key issues. In particular, the roles of nonconscious cognitive factors, learning and development, impulsivity and behavioral disinhibition, emotion, and other internal and external factors (e.g., pharmacological influences and audience effects) have been largely absent from scholarly writings. In response, this article introduces discussion of these factors and reviews their possible roles in on-line social decision making and antisocial behavior in youth.
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Affiliation(s)
- Reid Griffith Fontaine
- Department of Psychology, University of Arizona, 1503 E. University Blvd., Tucson, AZ 85721, United States.
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353
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354
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Abstract
This study assessed the speed of recognition of facial emotional expressions (happy and angry) as a function of violent video game play. Color photos of calm facial expressions morphed to either an angry or a happy facial expression. Participants were asked to make a speeded identification of the emotion (happiness or anger) during the morph. Typically, happy faces are identified faster than angry faces (the happy-face advantage). Results indicated that playing a violent video game led to a reduction in the happy face advantage. Implications of these findings are discussed with respect to the current models of aggressive behavior.
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Affiliation(s)
- Steven J Kirsh
- Department of Psychology, SUNY-Geneseo, Geneseo, New York, USA.
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355
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Evaluation of a Spanish version of the Buss and Perry aggression questionnaire: Some personal and situational factors related to the aggression scores of young subjects. PERSONALITY AND INDIVIDUAL DIFFERENCES 2007. [DOI: 10.1016/j.paid.2006.10.019] [Citation(s) in RCA: 17] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/21/2022]
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356
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Verona E, Reed A, Curtin JJ, Pole M. Gender differences in emotional and overt/covert aggressive responses to stress. Aggress Behav 2007; 33:261-71. [PMID: 17444532 DOI: 10.1002/ab.20186] [Citation(s) in RCA: 25] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/05/2022]
Abstract
We examined the role of stress exposure on gender differences in hostile (emotional and behavioral) reactions within the context of a laboratory paradigm. Aggressive behavior was indexed via the intensity (overt) and the duration (covert) of putative shocks delivered to a confederate. Half of the participants were exposed to a chronic stressor (high stress) and half were not (low stress). Participants' emotional responses were measured via self-report mood ratings before and after the experiment. Men displayed higher aggression in both stress conditions, which corresponded to their ratings of state hostility. On the other hand, women in high stress delivered lower intensity shocks, and this decreased overt aggression was positively correlated with sadness ratings. However, women did not decrease their levels of shock duration (covert aggression) under high stress and showed equivalent shock duration compared with men in high stress. These findings are discussed in terms of differential overt manifestations of distress between men and women.
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Affiliation(s)
- Edelyn Verona
- Department of Psychology, University of Illinois at Urbana-Champaign, Champaign, Illinois 61820, USA.
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357
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358
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Digital Game Playing and Direct and Indirect Aggression in Early Adolescence: The Roles of Age, Social Intelligence, and Parent-Child Communication. J Youth Adolesc 2006; 36:325-36. [DOI: 10.1007/s10964-006-9151-5] [Citation(s) in RCA: 19] [Impact Index Per Article: 1.1] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/06/2006] [Accepted: 10/11/2006] [Indexed: 10/23/2022]
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359
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Mathiak K, Weber R. Toward brain correlates of natural behavior: fMRI during violent video games. Hum Brain Mapp 2006; 27:948-56. [PMID: 16628606 PMCID: PMC6871426 DOI: 10.1002/hbm.20234] [Citation(s) in RCA: 148] [Impact Index Per Article: 8.2] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/29/2005] [Accepted: 12/13/2005] [Indexed: 11/06/2022] Open
Abstract
Modern video games represent highly advanced virtual reality simulations and often contain virtual violence. In a significant amount of young males, playing video games is a quotidian activity, making it an almost natural behavior. Recordings of brain activation with functional magnetic resonance imaging (fMRI) during gameplay may reflect neuronal correlates of real-life behavior. We recorded 13 experienced gamers (18-26 years; average 14 hrs/week playing) while playing a violent first-person shooter game (a violent computer game played in self-perspective) by means of distortion and dephasing reduced fMRI (3 T; single-shot triple-echo echo-planar imaging [EPI]). Content analysis of the video and sound with 100 ms time resolution achieved relevant behavioral variables. These variables explained significant signal variance across large distributed networks. Occurrence of violent scenes revealed significant neuronal correlates in an event-related design. Activation of dorsal and deactivation of rostral anterior cingulate and amygdala characterized the mid-frontal pattern related to virtual violence. Statistics and effect sizes can be considered large at these areas. Optimized imaging strategies allowed for single-subject and for single-trial analysis with good image quality at basal brain structures. We propose that virtual environments can be used to study neuronal processes involved in semi-naturalistic behavior as determined by content analysis. Importantly, the activation pattern reflects brain-environment interactions rather than stimulus responses as observed in classical experimental designs. We relate our findings to the general discussion on social effects of playing first-person shooter games.
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Affiliation(s)
- Klaus Mathiak
- Department of Psychiatry & Psychotherapy, RWTH Aachen University, Aachen, Germany
| | - René Weber
- Department of Communication, Michigan State University, East Lansing, Michigan, USA
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360
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Kuntsche E, Pickett W, Overpeck M, Craig W, Boyce W, de Matos MG. Television viewing and forms of bullying among adolescents from eight countries. J Adolesc Health 2006; 39:908-15. [PMID: 17116523 DOI: 10.1016/j.jadohealth.2006.06.007] [Citation(s) in RCA: 31] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 03/14/2006] [Revised: 06/07/2006] [Accepted: 06/16/2006] [Indexed: 11/18/2022]
Abstract
PURPOSE Based on theories suggesting that frequent television viewers act and react in hostile, malicious, malevolent, or verbally aggressive ways rather than being physically violent, the present study investigates relationships between television viewing and different forms of bullying. METHODS Multilevel regression models were estimated based on cross-sectional data from 31,177 adolescents aged 11, 13, and 15 years from Canada, Estonia, Israel, Latvia, Macedonia, Poland, Portugal, and the United States who participated in the 2001-2002 Health Behavior in School-aged Children Survey. RESULTS Although all different forms of bullying were associated with television viewing in bivariate analyses, only the verbal forms (i.e. "calling mean names" and "spreading rumors") remained significant in multiple regression models. These relationships were observed consistently in all eight participating countries. However, the association between television viewing and physical forms of bullying such as kicking, pushing, or shoving around, varied across countries. In most weekend TV viewing cultures, frequent television viewers were prone to kick or push another student in addition to verbal forms of bullying, which was not the case in weekday viewing cultures. CONCLUSIONS These results demonstrate the importance of limiting adolescents' time engaged in unsupervised television watching, and the need to motivate adolescents to engage in joint family activities or organized after-school activities.
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Affiliation(s)
- Emmanuel Kuntsche
- Research Department, Swiss Institute for the Prevention of Alcohol and Drug Problems, Lausanne, Switzerland.
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361
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Lemmens JS, Bushman BJ, Konijn EA. The Appeal of Violent Video Games to Lower Educated Aggressive Adolescent Boys from Two Countries. ACTA ACUST UNITED AC 2006; 9:638-41. [PMID: 17034335 DOI: 10.1089/cpb.2006.9.638] [Citation(s) in RCA: 31] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/12/2022]
Abstract
The objective of this study was to test the effect of individual differences on appeal and use of video games. Participants were 299 adolescent boys from lower and higher secondary schools in the Netherlands and Belgium. In general, boys were most attracted to violent video games. Boys that scored higher in trait aggressiveness and lower in empathy were especially attracted to violent games and spent more time playing video games than did boys lower in trait aggressiveness. Lower educated boys showed more appreciation for both violent and nonviolent games and spent more time playing them than did higher educated boys. The present study showed that aggressive and less empathic boys were most attracted to violent games. The fact that heavy users of violent games show less empathy and higher aggressiveness suggests the possibility of desensitization. Other studies have shown that playing violent games increases aggressiveness and decreases empathy. These results combined suggest the possibility of a violence cycle. Aggressive individuals are attracted to violent games. Playing violent games increases aggressiveness and decreases empathy, which in turn leads to increased appreciation and use of violent games.
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Affiliation(s)
- Jeroen S Lemmens
- Department of Communication Science, Free University, Amsterdam, The Netherlands.
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362
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DuRant RH, Champion H, Wolfson M. The relationship between watching professional wrestling on television and engaging in date fighting among high school students. Pediatrics 2006; 118:e265-72. [PMID: 16882771 DOI: 10.1542/peds.2005-2098] [Citation(s) in RCA: 27] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/24/2022] Open
Abstract
CONTEXT Previous research has found that exposure to violence in the home, community, and electronic media are associated with children's and adolescents' normative expectations concerning the use of violence and with other indicators of the violent behaviors by youth. OBJECTIVE Our purpose with this study was to examine the relationships between the frequency that high school students reported watching wrestling on television and engaging in date fighting, weapon carrying, and other fighting behaviors. DESIGN The initial analysis consisted of a cross-sectional study of a simple random sample of high school students, which was followed by a longitudinal analysis of these students over a 6- to 7-month period. SETTING The setting was all public high schools in 1 city/county system. PARTICIPANTS We used a simple random sample (N = 2228) of students. MAIN OUTCOME MEASURES The primary outcome variables included the frequency of date fighting during the previous 12 months and alcohol or other drug involvement associated with the last date fight. RESULTS There were significant correlations between frequency of watching wrestling on television during the previous 2 weeks and engaging in date fighting, fighting in general, and weapon carrying for both males and females, although the relationships were stronger among females than among males. The frequency of watching wrestling was highest among students reporting date fighting when either the victim or perpetrator had been drinking alcohol or using illegal drugs. When analyzed using logistic regression, the strongest relationships were observed between the frequency of watching wrestling and date-fight perpetration among females in cross-sectional and longitudinal analyses. These findings persisted after adjusting for multiple other factors. CONCLUSIONS For males and females, the frequency of watching wrestling was highest among students who fought with their dates when alcohol or other drugs were involved. The association between watching wrestling and date fighting was stronger among females than males. The relationship between watching wrestling on television and being the perpetrator of dating violence was also stronger among females and remained consistent over a 6- to 7-month time period.
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Affiliation(s)
- Robert H DuRant
- Department of Pediatrics, Brenner Children's Hospital, Winston-Salem, North Carolina, USA.
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363
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Bartholow BD, Bushman BJ, Sestir MA. Chronic violent video game exposure and desensitization to violence: Behavioral and event-related brain potential data. JOURNAL OF EXPERIMENTAL SOCIAL PSYCHOLOGY 2006. [DOI: 10.1016/j.jesp.2005.08.006] [Citation(s) in RCA: 111] [Impact Index Per Article: 6.2] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/25/2022]
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364
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Subrahmanyam K, Smahel D, Greenfield P. Connecting developmental constructions to the internet: identity presentation and sexual exploration in online teen chat rooms. Dev Psychol 2006; 42:395-406. [PMID: 16756432 DOI: 10.1037/0012-1649.42.3.395] [Citation(s) in RCA: 119] [Impact Index Per Article: 6.6] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/08/2022]
Abstract
The authors examined the online construction of identity and sexuality in a large sample of conversations from monitored and unmonitored teen chat rooms. More than half of the 583 participants (identified by a distinct screen name) communicated identity information, most frequently gender. In this way, participants compensated for the text-based chat environment by providing information about themselves that would be visible and obvious in face-to-face communication. Sexual themes constituted 5% of all utterances (1 sexual comment per minute); bad or obscene language constituted 3% of the sample (1 obscenity every 2 minutes). Participants who self-identified as female produced more implicit sexual communication, participants who self-identified as male produced more explicit sexual communication. The protected environment of monitored chat (hosts who enforce basic behavioral rules) contained an environment with less explicit sexuality and fewer obscenities than the freer environment of unmonitored chat. These differences were attributable both to the monitoring process itself and to the differing populations attracted to each type of chat room (monitored: more participants self-identified as younger and female; unmonitored: more participants self-identified as older and male).
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Affiliation(s)
- Kaveri Subrahmanyam
- Department of Child and Family Studies, California State University, Los Angeles, CA 90032-8190, USA.
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365
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Gackenbach J. Video game play and lucid dreams: Implications for the development of consciousness. DREAMING 2006. [DOI: 10.1037/1053-0797.16.2.96] [Citation(s) in RCA: 16] [Impact Index Per Article: 0.9] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/08/2022]
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366
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Goodman D, Bradley NL, Paras B, Williamson IJ, Bizzochi J. Video gaming promotes concussion knowledge acquisition in youth hockey players. J Adolesc 2006; 29:351-60. [PMID: 16169584 DOI: 10.1016/j.adolescence.2005.07.004] [Citation(s) in RCA: 50] [Impact Index Per Article: 2.8] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/14/2004] [Revised: 04/07/2005] [Accepted: 07/19/2005] [Indexed: 11/23/2022]
Abstract
While the positive uses for video games in an educational setting have also been established, the educational aim is usually made explicit. The goal of this research was to develop a video game wherein the educational aspect was implicitly embedded in the video game, such that the gaming activity remained interesting and relevant. Following a pilot study to confirm the usability of an in-house developed game, two studies were conducted with 11-17 year old hockey players (N(1)=130, N(2)=39). Results demonstrated that participants playing the experimental version of the video game scored significantly higher on a concussion symptoms questionnaire, in a significantly faster time, than participants playing the control version of the game. Most participants indicated that they enjoyed the game and would play it again. These results suggest that educational material can be conveyed successfully and in an appealing manner via video game play.
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Affiliation(s)
- David Goodman
- Faculty of Applied Sciences, Simon Fraser University, 8888 University Drive, Burnaby, BC, Canada V5A 1S6.
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367
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Kirsh SJ, Mounts JRW, Olczak PV. Violent media consumption and the recognition of dynamic facial expressions. JOURNAL OF INTERPERSONAL VIOLENCE 2006; 21:571-84. [PMID: 16574633 DOI: 10.1177/0886260506286840] [Citation(s) in RCA: 17] [Impact Index Per Article: 0.9] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 05/08/2023]
Abstract
This study assessed the speed of recognition of facial emotional expressions (happy and angry) as a function of violent media consumption. Color photos of calm facial expressions morphed to either an angry or a happy facial expression. Participants were asked to make a speeded identification of the emotion (happiness or anger) during the morph. Results indicated that, independent of trait aggressiveness, participants high in violent media consumption responded slower to depictions of happiness and faster to depictions of anger than participants low in violent media consumption. Implications of these findings are discussed with respect to current models of aggressive behavior.
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Affiliation(s)
- Steven J Kirsh
- Department of Psychology, State University of New York-Geneseo, NY 14454, USA.
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368
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Carnagey NL, Anderson CA. The effects of reward and punishment in violent video games on aggressive affect, cognition, and behavior. Psychol Sci 2006; 16:882-9. [PMID: 16262775 DOI: 10.1111/j.1467-9280.2005.01632.x] [Citation(s) in RCA: 201] [Impact Index Per Article: 11.2] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/30/2022] Open
Abstract
Three experiments examined the effects of rewarding and punishing violent actions in video games on later aggression-related variables. Participants played one of three versions of the same race-car video game: (a) a version in which all violence was rewarded, (b) a version in which all violence was punished, and (c) a nonviolent version. Participants were then measured for aggressive affect (Experiment 1), aggressive cognition (Experiment 2), and aggressive behavior (Experiment 3). Rewarding violent game actions increased hostile emotion, aggressive thinking, and aggressive behavior. Punishing violent actions increased hostile emotion, but did not increase aggressive thinking or aggressive behavior. Results suggest that games that reward violent actions can increase aggressive behavior by increasing aggressive thinking.
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369
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Meier BP, Robinson MD, Wilkowski BM. Turning the Other Cheek: Agreeableness and the Regulation of Aggression-Related Primes. Psychol Sci 2006; 17:136-42. [PMID: 16466421 DOI: 10.1111/j.1467-9280.2006.01676.x] [Citation(s) in RCA: 162] [Impact Index Per Article: 9.0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/30/2022] Open
Abstract
Aggression-related cues (e.g., violent media) can prime both hostile thoughts and the tendency to commit aggression. However, not everyone engages in an aggressive act after being exposed to an aggression-related cue. Some thought pattern, perhaps an automatic one, may prevent the cue-aggression sequence in some individuals. These considerations motivated the present research, which examined the potential for agreeableness to moderate the effect of aggression-related cues on behavior and cognition. In Study 1, we found that priming with aggression-related cues increased aggressive behavior, but only among individuals low in agreeableness. Study 2 showed that aggression-related cues activated prosocial thoughts among individuals high in agreeable affect (a component of agreeableness). These results reveal that agreeable individuals are able to short-circuit the cue-aggression sequence, likely by recruiting prosocial thoughts in response to aggression-related primes.
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Affiliation(s)
- Brian P Meier
- Department of Psychology, Gettysburg College, Gettysburg, PA 17325, USA.
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370
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Bradshaw CP, Garbarino J. Social Cognition as a Mediator of the Influence of Family and Community Violence on Adolescent Development: Implications for Intervention. Ann N Y Acad Sci 2006; 1036:85-105. [PMID: 15817732 DOI: 10.1196/annals.1330.005] [Citation(s) in RCA: 37] [Impact Index Per Article: 2.1] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/12/2022]
Abstract
Several studies have shown that exposure to family and community violence during childhood and adolescence is associated with an increased risk for development of externalizing behavior problems, but less is known about specific mechanisms that mediate this relation. Variations in social cognition serve as one possible mechanism by which these environmental experiences influence aggressive behavior during adolescence. Children who have been maltreated tend to display negatively biased social-cognitive processing styles, which may in turn increase their likelihood of reacting aggressively in ambiguous social situations. Similarly, witnessing community violence is associated with aspects of social cognition, including beliefs that support aggressive responses to threat. Recent studies also suggest that exposure to extreme forms of stress and violence can produce changes in children's neurobiology that may increase their hypersensitivity and reactivity to interpersonal threat. Some of the strongest evidence of the role of social cognition as a mechanism in this association comes from intervention studies which reduced aggressive behavior by targeting negatively biased social-cognitive processing styles.
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Affiliation(s)
- Catherine P Bradshaw
- Department of Mental Health, Bloomberg School of Public Health, 624 N. Broadway, Baltimore, MD 21205, USA.
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371
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Arriaga P, Esteves F, Carneiro P, Monteiro MB. Violent computer games and their effects on state hostility and Physiological arousal. Aggress Behav 2006. [DOI: 10.1002/ab.20134] [Citation(s) in RCA: 25] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/10/2022]
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372
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Arriaga P, Esteves F, Carneiro P, Monteiro MB. Violent computer games and their effects on state hostility and physiological arousal. Aggress Behav 2006. [DOI: 10.1002/ab.20111] [Citation(s) in RCA: 25] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/06/2022]
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373
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Anderson CA, Benjamin AJ, Wood PK, Bonacci AM. Development and testing of the velicer attitudes toward violence scale: evidence for a four-factor model. Aggress Behav 2006. [DOI: 10.1002/ab.20112] [Citation(s) in RCA: 85] [Impact Index Per Article: 4.7] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/11/2022]
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374
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Mathews VP, Kronenberger WG, Wang Y, Lurito JT, Lowe MJ, Dunn DW. Media Violence Exposure and Frontal Lobe Activation Measured by Functional Magnetic Resonance Imaging in Aggressive and Nonaggressive Adolescents. J Comput Assist Tomogr 2005; 29:287-92. [PMID: 15891492 DOI: 10.1097/01.rct.0000162822.46958.33] [Citation(s) in RCA: 75] [Impact Index Per Article: 3.9] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/25/2022]
Abstract
OBJECTIVE To understand better the relation between media violence exposure, brain functioning, and trait aggression, this study investigated the association between media violence exposure and brain activation as measured by functional magnetic resonance imaging (fMRI) in groups of normal adolescents and adolescents with disruptive behavior disorder (DBD) with aggressive features. METHODS Seventy-one participants underwent neuropsychologic evaluation and assessment of exposure to violent media. Subjects also were evaluated with fMRI while performing a counting Stroop (CS) task. RESULTS Frontal lobe activation was reduced in aggressive subjects compared with control subjects. In addition, differences in frontal lobe activation were associated with differences in media violence exposure. Specifically, activation during performance of the CS in control subjects with high media violence exposure resembled that seen in DBD subjects. CONCLUSIONS Our findings suggest that media violence exposure may be associated with alterations in brain functioning whether or not trait aggression is present.
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Affiliation(s)
- Vincent P Mathews
- Department of Radiology, Indiana University School of Medicine, Indianapolis, IN 42678, USA.
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375
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Abstract
There is continuing debate on the extent of the effects of media violence on children and young people, and how to investigate these effects. The aim of this review is to consider the research evidence from a public-health perspective. A search of published work revealed five meta-analytic reviews and one quasi-systematic review, all of which were from North America. There is consistent evidence that violent imagery in television, film and video, and computer games has substantial short-term effects on arousal, thoughts, and emotions, increasing the likelihood of aggressive or fearful behaviour in younger children, especially in boys. The evidence becomes inconsistent when considering older children and teenagers, and long-term outcomes for all ages. The multifactorial nature of aggression is emphasised, together with the methodological difficulties of showing causation. Nevertheless, a small but significant association is shown in the research, with an effect size that has a substantial effect on public health. By contrast, only weak evidence from correlation studies links media violence directly to crime.
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Affiliation(s)
- Kevin D Browne
- Centre for Forensic and Family Psychology, School of Psychology, University of Birmingham, Edgbaston, UK.
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376
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Kronenberger WG, Mathews VP, Dunn DW, Wang Y, Wood EA, Larsen JJ, Rembusch ME, Lowe MJ, Giauque AL, Lurito JT. Media violence exposure in aggressive and control adolescents: differences in self- and parent-reported exposure to violence on television and in video games. Aggress Behav 2005. [DOI: 10.1002/ab.20021] [Citation(s) in RCA: 20] [Impact Index Per Article: 1.1] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/10/2022]
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377
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Bartholow BD, Anderson CA, Carnagey NL, Benjamin AJ. Interactive effects of life experience and situational cues on aggression: The weapons priming effect in hunters and nonhunters. JOURNAL OF EXPERIMENTAL SOCIAL PSYCHOLOGY 2005. [DOI: 10.1016/j.jesp.2004.05.005] [Citation(s) in RCA: 50] [Impact Index Per Article: 2.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/26/2022]
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378
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Dill KE. Children at Play? Hum Dev 2005. [DOI: 10.1159/000086877] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/19/2022]
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379
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380
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A comparison of human aggression committed by groups and individuals: An interindividual–intergroup discontinuity. JOURNAL OF EXPERIMENTAL SOCIAL PSYCHOLOGY 2004. [DOI: 10.1016/j.jesp.2003.11.002] [Citation(s) in RCA: 75] [Impact Index Per Article: 3.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/21/2022]
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381
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Cheng TL, Brenner RA, Wright JL, Sachs HC, Moyer P, Rao MR. Children's violent television viewing: are parents monitoring? Pediatrics 2004; 114:94-9. [PMID: 15231913 DOI: 10.1542/peds.114.1.94] [Citation(s) in RCA: 21] [Impact Index Per Article: 1.1] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/24/2022] Open
Abstract
OBJECTIVE Violent media exposure has been associated with aggressive behavior, and it has been suggested that child health professionals counsel families on limiting exposure. Effective violence prevention counseling requires an understanding of norms regarding parental attitudes, practices, and influencing factors. Both theories of reasoned action and planned behavior emphasize that subjective norms and attitudes affect people's perceptions and intended behavior. Few data exist on violent television viewing and monitoring from a cross-section of families. By understanding the spectrum of parental attitudes, community-sensitive interventions for violence prevention can be developed. The objective of this study was to assess attitudes about and monitoring of violent television viewing from the perspective of parents. METHODS An anonymous self-report assisted survey was administered to a convenience sample of parents/guardians who visited child health providers at 3 sites: an urban children's hospital clinic, an urban managed care clinic, and a suburban private practice. The parent questionnaire included questions on child-rearing attitudes and practices and sociodemographic information. RESULTS A total of 1004 adults who accompanied children for health visits were recruited for the study; 922 surveys were completed (participation rate: 92%). A total of 830 (90%) respondents were parents and had complete child data. Of the 830 respondents, 677 had questions on television viewing included in the survey and were the focus of this analysis. Seventy-five percent of families reported that their youngest child watched television. Of these, 53% reported always limiting violent television viewing, although 73% believed that their children viewed television violence at least 1 time a week. Among television viewers, 81% reported usually or always limiting viewing of sexual content on television and 45% reported usually or always watching television with their youngest child. Among children who watched television, parents reported that they spent an average of 2.6 hours per day watching television. Limitation of television violence was associated with female parents and younger children. CONCLUSIONS There was variability in attitudes and practices regarding television violence viewing and monitoring among parents. Attitudes and practices varied on the basis of the age of the child and the gender of the parent.
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Affiliation(s)
- Tina L Cheng
- Department of General Pediatrics and Adolescent Medicine, Children's National Medical Center, Washington, DC, USA.
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382
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Abstract
This article reviews the literature on the role of media in children's physical, behavioral, and cognitive development. Using Bronfenbrenner's ecological perspective, the review focuses on the contexts of childhood that shape the availability and use of the media. The relationship between children's media uses/exposures and their ecological contexts are traced through three areas of the research literature: disordered eating, anti- and prosocial behaviors; and school achievement. While traditional and newer forms of electronic and print media are considered, the review gives particular attention to the ways in which ecological contexts shape the impact of television on children's development. The article offers evidence-based suggestions for parents concerning best practices for children's media use, and concludes with an agenda for future research in the field of children and media.
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Affiliation(s)
- Amy Jordan
- The Annenberg Public Policy Center, University of Pennsylvania, Philadelphia, Pennsylvania, USA.
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383
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Anderson CA. An update on the effects of playing violent video games. J Adolesc 2004; 27:113-22. [PMID: 15013264 DOI: 10.1016/j.adolescence.2003.10.009] [Citation(s) in RCA: 166] [Impact Index Per Article: 8.3] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/30/2003] [Accepted: 10/30/2003] [Indexed: 11/25/2022]
Abstract
This article presents a brief overview of existing research on the effects of exposure to violent video games. An updated meta-analysis reveals that exposure to violent video games is significantly linked to increases in aggressive behaviour, aggressive cognition, aggressive affect, and cardiovascular arousal, and to decreases in helping behaviour. Experimental studies reveal this linkage to be causal. Correlational studies reveal a linkage to serious, real-world types of aggression. Methodologically weaker studies yielded smaller effect sizes than methodologically stronger studies, suggesting that previous meta-analytic studies of violent video games underestimate the true magnitude of observed deleterious effects on behaviour, cognition, and affect.
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Affiliation(s)
- Craig A Anderson
- Department of Psychology, W112 Lagomarcino Hall, Iowa State University, Ames, IA 50011-3180, USA.
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384
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Funk JB, Baldacci HB, Pasold T, Baumgardner J. Violence exposure in real-life, video games, television, movies, and the internet: is there desensitization? J Adolesc 2004; 27:23-39. [PMID: 15013258 DOI: 10.1016/j.adolescence.2003.10.005] [Citation(s) in RCA: 120] [Impact Index Per Article: 6.0] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/25/2022]
Abstract
It is believed that repeated exposure to real-life and to entertainment violence may alter cognitive, affective, and behavioral processes, possibly leading to desensitization. The goal of the present study was to determine if there are relationships between real-life and media violence exposure and desensitization as reflected in related characteristics. One hundred fifty fourth and fifth graders completed measures of real-life violence exposure, media violence exposure, empathy, and attitudes towards violence. Regression analyses indicated that only exposure to video game violence was associated with (lower) empathy. Both video game and movie violence exposure were associated with stronger proviolence attitudes. The active nature of playing video games, intense engagement, and the tendency to be translated into fantasy play may explain negative impact, though causality was not investigated in the present design. The samples' relatively low exposure to real-life violence may have limited the identification of relationships. Although difficult to quantify, desensitization to violence should be further studied using related characteristics as in the present study. Individual differences and causal relationships should also be examined.
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Affiliation(s)
- Jeanne B Funk
- Department of Psychology, The University of Toledo, 2801 West Bancroft, Toledo, OH, USA.
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385
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Uhlmann E, Swanson J. Exposure to violent video games increases automatic aggressiveness. J Adolesc 2004; 27:41-52. [PMID: 15013259 DOI: 10.1016/j.adolescence.2003.10.004] [Citation(s) in RCA: 182] [Impact Index Per Article: 9.1] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/30/2003] [Accepted: 10/30/2003] [Indexed: 11/25/2022]
Abstract
The effects of exposure to violent video games on automatic associations with the self were investigated in a sample of 121 students. Playing the violent video game Doom led participants to associate themselves with aggressive traits and actions on the Implicit Association Test. In addition, self-reported prior exposure to violent video games predicted automatic aggressive self-concept, above and beyond self-reported aggression. Results suggest that playing violent video games can lead to the automatic learning of aggressive self-views.
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Affiliation(s)
- Eric Uhlmann
- Department of Psychology, Yale University; 2 Hillhouse Avenue, New Haven, CT 06520, USA.
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386
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Van Mierlo J, Van den Bulck J. Benchmarking the cultivation approach to video game effects: a comparison of the correlates of TV viewing and game play. J Adolesc 2004; 27:97-111. [PMID: 15013263 DOI: 10.1016/j.adolescence.2003.10.008] [Citation(s) in RCA: 17] [Impact Index Per Article: 0.9] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/30/2003] [Accepted: 10/30/2003] [Indexed: 11/25/2022]
Abstract
This study found significant relationships between first- and second-order cultivation measures and TV viewing, but found a relationship with video game play for only two variables in a sample of 322 Flemish 3rd and 6th year secondary school children. This suggests that the absence of a relationship with video game play is not the result of the absence of cultivation effects in Flanders. On the other hand it shows that the relationship between TV viewing and cultivation measures is not an artifact of systematic over reporting. The study concludes that cultivation measures typical of the "television world" are not related to playing video games. To study video game cultivation measures must be sought which reflect the mainstream of (particular genres of) video games. The role of selectivity needs to be studied more closely. As gamers play an active role in the violence of the games the possibility that self-protecting strategies are employed in processing video game contents must be taken into consideration. Existing process theories explaining what happens in television cultivation may be challenged by research into the cultivation effects of video games.
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Affiliation(s)
- Jan Van Mierlo
- Department of Communication Science, Katholieke Universiteit Leuven, Leuven 3000, Belgium
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387
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Krahé B, Möller I. Playing violent electronic games, hostile attributional style, and aggression-related norms in German adolescents. J Adolesc 2004; 27:53-69. [PMID: 15013260 DOI: 10.1016/j.adolescence.2003.10.006] [Citation(s) in RCA: 56] [Impact Index Per Article: 2.8] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/30/2003] [Accepted: 10/30/2003] [Indexed: 11/21/2022]
Abstract
The relationship was examined between exposure to and preference for violent electronic games and aggressive norms as well as hostile attributional style. Following a pilot study to sample widely used electronic games varying in violent content, 231 eighth-grade adolescents in Germany reported their use of and attraction to violent electronic games. They also completed measures of hostile attributional style and endorsement of aggressive norms. There were significant gender differences in usage and attraction to violent electronic games, with boys scoring higher than girls. Significant relationships were found between attraction to violent electronic games and the acceptance of norms condoning physical aggression. Violent electronic games were linked indirectly to hostile attributional style through aggressive norms. The findings are discussed with respect to North American research on the aggression-enhancing effect of violent electronic games.
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Affiliation(s)
- Barbara Krahé
- Department of Psychology, University of Potsdam, Postfach 60 15 53, D-14415 Potsdam, Germany.
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388
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Gentile DA, Lynch PJ, Linder JR, Walsh DA. The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance. J Adolesc 2004; 27:5-22. [PMID: 15013257 DOI: 10.1016/j.adolescence.2003.10.002] [Citation(s) in RCA: 247] [Impact Index Per Article: 12.4] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/26/2022]
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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Affiliation(s)
- Douglas A Gentile
- National Institute on Media and the Family, 606 24th Avenue South, Suite 606, Minneapolis, MN 55454, USA.
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389
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Bond AJ, Bauer A, Wingrove J. Outcome of aggression affects processing and can legitimise subsequent aggression: Influence of trait aggressiveness. Aggress Behav 2004. [DOI: 10.1002/ab.20025] [Citation(s) in RCA: 4] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/09/2022]
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390
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Anderson CA, Carnagey NL, Flanagan M, Benjamin AJ, Eubanks J, Valentine JC. Violent Video Games: Specific Effects of Violent Content on Aggressive Thoughts and Behavior. ADVANCES IN EXPERIMENTAL SOCIAL PSYCHOLOGY 2004. [DOI: 10.1016/s0065-2601(04)36004-1] [Citation(s) in RCA: 199] [Impact Index Per Article: 10.0] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/05/2022]
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391
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Klimmt C, Trepte S. Theoretisch-methodische Desiderata der medienpsychologischen Forschung über die aggressionsfördernde Wirkung gewalthaltiger Computer- und Videospiele. ACTA ACUST UNITED AC 2003. [DOI: 10.1026//1617-6383.15.4.114] [Citation(s) in RCA: 11] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/04/2022]
Abstract
Zusammenfassung. Obwohl die Gewalt in Computer- und Videospielen seit geraumer Zeit öffentlich debattiert wird, liegen bislang nur ungenügende theoretische Ansätze und empirische Studien zur medienpsychologischen Klärung möglicher aggressionsförderlicher Auswirkungen vor. Der Beitrag skizziert die zentralen Probleme der bisherigen Forschung in diesem Bereich und entwirft zugleich Strategien, diese Suboptimalitäten in Zukunft zu überwinden. Auf theoretisch-konzeptueller Ebene wird die Frage der (Effekt-)Modellierung des subjektiven Erlebens von Spielgewalt durch die Nutzer/innen sowie der Rolle von ‘Medienkompetenz‘ als Moderatorvariable diskutiert. Auf methodischer Ebene werden die Besonderheiten des Forschungsgegenstands bei Experimentalstudien hinterfragt und die Erklärungskraft von Längsschnittstudien geprüft.
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392
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Hartig J, Frey A, Ketzel A. Modifikation des Computerspiels Quake III Arena zur Durchführung psychologischer Experimente in einer virtuellen 3D-Umgebung. ACTA ACUST UNITED AC 2003. [DOI: 10.1026//1617-6383.15.4.149] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.1] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/04/2022]
Abstract
Zusammenfassung. Computerspiele können eine Bereicherung experimentell-psychologischer Untersuchungen darstellen. Existierende Computerspiele genügen jedoch hinsichtlich der Möglichkeiten zur Datenaufzeichnung und Variation der Spielinhalte oft nicht experimentellen Ansprüchen. Eine Modifikation des Computerspiels Quake III Arena sollte diese Nachteile überwinden. Eine selbst erstellte virtuelle 3D-Umgebung wurde bei einer ersten Erprobung an 85 Proband/inn/en danach beurteilt, ob sie im praktischen Einsatz zuverlässig funktioniert und ob die Proband/inn/en mit unterschiedlich komplexen Anforderungen zurechtkommen. Die Ergebnisse sprechen dafür, dass insbesondere virtuelle 3D-Umgebungen niedriger Komplexität für psychologische Experimente geeignet sind. Damit stellen Modifikationen existierender Computerspiele vielfältige neue Möglichkeiten für die experimentell-psychologische Forschung zur Verfügung.
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393
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Frindte W, Obwexer I. Ego-Shooter - Gewalthaltige Computerspiele und aggressive Neigungen. ACTA ACUST UNITED AC 2003. [DOI: 10.1026//1617-6383.15.4.140] [Citation(s) in RCA: 6] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/04/2022]
Abstract
Zusammenfassung. Im vorliegenden Artikel werden zunächst exemplarisch der Forschungsstand zum Thema und ein von Anderson und Dill (2000) genutztes theoretisches Modell vorgestellt. Das Modell und die von den Autor/inn/en vorgelegten Befunde liefern die Grundlage für eine Studie, die im Rahmen eines größeren Forschungsvorhabens durchgeführt wurde. In einem Laborexperiment spielten 20 männliche Erwachsene ein gewalthaltiges und ein nichtgewalthaltiges Spiel. Die Befunde zeigen, dass das kurzfristige Spielen gewalthaltiger Computerspiele zu gesteigerter innerer Erregung (Erhöhung von Blutdruck- und Pulswerten) und zu erhöhten aktuellen aggressiven Neigungen nach dem Spiel führt. Dieser Effekt wird durch relativ stabile Persönlichkeitsdispositionen (gemessen an der Aggressionsbereitschaft) moderiert.
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394
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395
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Funk JB, Buchman DD, Jenks J, Bechtoldt H. Playing violent video games, desensitization, and moral evaluation in children. JOURNAL OF APPLIED DEVELOPMENTAL PSYCHOLOGY 2003. [DOI: 10.1016/s0193-3973(03)00073-x] [Citation(s) in RCA: 62] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/27/2022]
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396
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397
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Joireman J, Anderson J, Strathman A. The aggression paradox: understanding links among aggression, sensation seeking, and the consideration of future consequences. J Pers Soc Psychol 2003; 84:1287-302. [PMID: 12793590 DOI: 10.1037/0022-3514.84.6.1287] [Citation(s) in RCA: 143] [Impact Index Per Article: 6.8] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/08/2022]
Abstract
Four studies involving 573 female and 272 male college students demonstrated that multiple forms and measures of aggression were associated with high levels of sensation seeking, impulsivity, and a focus on the immediate consequences of behavior. Multiple regression analyses and structural equation models supported a theoretical model based on the general aggression model (C.A. Anderson & B.J. Bushman. 2002), positing that hostile cognition and negative affect mediate the relationships between the aforementioned individual differences and aggression. Sensation seeking also predicted a desire to engage in physical and verbal aggression. The final study demonstrated that relative to those scoring low, individuals scoring high on the consideration of future consequences are only less aggressive when aggression is likely to carry future costs.
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Affiliation(s)
- Jeff Joireman
- Department of Psychology, Washington State University, Pullman 99164-4820, USA.
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398
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Haslam RHA, Illner A, Chuang S. Functional brain imaging: Evaluation of the effects of violent media exposure. Paediatr Child Health 2003; 8:283-4. [DOI: 10.1093/pch/8.5.283] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/15/2022] Open
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399
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Anderson CA, Carnagey NL, Eubanks J. Exposure to violent media: the effects of songs with violent lyrics on aggressive thoughts and feelings. J Pers Soc Psychol 2003; 84:960-71. [PMID: 12757141 DOI: 10.1037/0022-3514.84.5.960] [Citation(s) in RCA: 275] [Impact Index Per Article: 13.1] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/08/2022]
Abstract
Five experiments examined effects of songs with violent lyrics on aggressive thoughts and hostile feelings. Experiments 1, 3, 4 and 5 demonstrated that college students who heard a violent song felt more hostile than those who heard a similar but nonviolent song. Experiments 2-5 demonstrated a similar increase in aggressive thoughts. These effects replicated across songs and song types (e.g., rock, humorous, nonhumorous). Experiments 3-5 also demonstrated that trait hostility was positively related to state hostility but did not moderate the song lyric effects. Discussion centers on the potential role of lyric content on aggression in short-term settings, relation to catharsis and other media violence domains, development of aggressive personality, differences between long-term and short-term effects, and possible mitigating factors.
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Affiliation(s)
- Craig A Anderson
- Department of Psychology, Iowa State University, Ames 50011-3180, USA.
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400
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Kristensen CH, Lima JS, Ferlin M, Flores RZ, Hackmann PH. Fatores etiológicos da agressão física: uma revisão teórica. ESTUDOS DE PSICOLOGIA (NATAL) 2003. [DOI: 10.1590/s1413-294x2003000100020] [Citation(s) in RCA: 5] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/21/2022] Open
Abstract
Considerando o fenômeno do comportamento agressivo, inicialmente são apresentadas quatro abordagens teóricas abrangentes: etologia, psicanálise, behaviorismo e teoria da aprendizagem social. Após uma análise crítica destas abordagens, modelos teóricos recentes são apresentados: cognitivismo neo-associacionista, processamento de informação social, interacionismo social e modelo geral de agressão baseado em estruturas de conhecimento. Finalmente, argumenta-se que o emprego de uma abordagem biológica pode enriquecer os modelos atuais do comportamento agressivo, oferecendo explicações tanto sobre as pressões ambientais ao longo do processo evolutivo quanto sobre a influência das interações sociais na organização e funcionamento do sistema nervoso central.
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