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Wagener GL, Schulz A, Melzer A. Games, hormones, and "dark" personalities: Dark tetrad and the effects of violent gaming on aggression, cortisol, and testosterone. Physiol Behav 2024; 274:114421. [PMID: 38042455 DOI: 10.1016/j.physbeh.2023.114421] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/26/2023] [Revised: 11/10/2023] [Accepted: 11/29/2023] [Indexed: 12/04/2023]
Abstract
We investigated how playing a violent versus non-violent video game affects cortisol and testosterone levels, whether these hormonal changes increase implicit aggressive cognition, and whether so-called Dark Tetrad personality traits (i.e., Machiavellianism, psychopathy, narcissism, everyday sadism) moderate these effects. Fifty-four men played either a violent or a non-violent video game for 25 min. Participants provided salivary samples at the beginning of the experiment (T1), after 25 min of gameplay (T2), and 20 min after gameplay ended (T3). In the violent condition, participants showed a significant decrease in cortisol levels (T1 to T2) and a significant negative trend in cortisol levels from T1 to T3. Moreover, higher Machiavellianism scores were related to a significantly stronger decrease in cortisol (T1 to T2) in this condition. In the non-violent condition, however, participants with higher scores in Machiavellianism had a higher increase in cortisol (T1 to T2). In contrast to changes in hormonal levels, there were no significant effects on implicit aggressive cognition. The present findings illustrate the complex interplay between personality, hormones, and game content, thus further specifying current notions on the effects of violent video games. Playing a violent video game can have a stress-reducing calming effect depending on personality traits such as Machiavellianism and the psychological need satisfaction associated with it. Also, the fact that VVG exposure was not automatically accompanied by an aggression-increasing effect proves that simple cause-effect models are not sufficiently specified without taking the underlying mechanisms into account.
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Affiliation(s)
- Gary L Wagener
- Department of Behavioural and Cognitive Sciences, University of Luxembourg, 11, Porte des Sciences, 4366, Esch-sur-Alzette, Luxembourg.
| | - André Schulz
- Department of Behavioural and Cognitive Sciences, University of Luxembourg, 11, Porte des Sciences, 4366, Esch-sur-Alzette, Luxembourg
| | - André Melzer
- Department of Behavioural and Cognitive Sciences, University of Luxembourg, 11, Porte des Sciences, 4366, Esch-sur-Alzette, Luxembourg
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2
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Uçur Ö, Dönmez YE. The effects of violent video games on reactive-proactive aggression and cyberbullying. CURRENT PSYCHOLOGY 2022. [DOI: 10.1007/s12144-022-04045-3] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/25/2022]
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3
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Hashimoto T, Karasawa K. Are the powerful retributive, forgiving, or both? The moderating role of power on people’s responses to norm violation. ASIAN JOURNAL OF SOCIAL PSYCHOLOGY 2022. [DOI: 10.1111/ajsp.12501] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/27/2022]
Affiliation(s)
- Takaaki Hashimoto
- Department of Social Psychology Graduate School of Humanities and Sociology The University of Tokyo Tokyo Japan
| | - Kaori Karasawa
- Department of Social Psychology Graduate School of Humanities and Sociology The University of Tokyo Tokyo Japan
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4
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Barrington G, Ferguson CJ. Stress and Violence in Video Games: Their Influence on Aggression. TRENDS IN PSYCHOLOGY 2022. [PMCID: PMC8782425 DOI: 10.1007/s43076-022-00141-2] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Figures] [Subscribe] [Scholar Register] [Indexed: 11/30/2022]
Abstract
This study investigated whether stress or violent content in video games plays a greater role in aggressiveness towards a cooperative partner while playing a video game. It was hypothesized that participants, when exposed to stress, would demonstrate greater aggressiveness toward an incompetent partner than a competent partner. Furthermore, it was hypothesized that participants, when exposed to a violent video game, would demonstrate greater aggression toward an incompetent partner than those exposed to a non-violent video game. Stress was provoked in half of the participants using the Paced Auditory Serial Addition Test (PASAT), while others took a simple math quiz. Participants were then assigned to a video game condition, violent or non-violent with a competent or incompetent confederate and completed a reaction time task to measure aggression. Results indicated that provoked stress and violent content are not linked to aggression in this context.
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5
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Kersten R, Greitemeyer T. Why do habitual violent video game players believe in the cathartic effects of violent video games? A misinterpretation of mood improvement as a reduction in aggressive feelings. Aggress Behav 2022; 48:219-231. [PMID: 34743352 DOI: 10.1002/ab.22005] [Citation(s) in RCA: 4] [Impact Index Per Article: 2.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 05/01/2021] [Revised: 10/22/2021] [Accepted: 10/27/2021] [Indexed: 11/07/2022]
Abstract
Previous research found that violent video game play leads to increased aggression, but many people (mainly habitual violent video game players) still believe that playing violent games releases aggressive feelings and in turn reduces aggressive behavior. Other research has shown that video game play can have a positive impact on the player's mood. Based on the General Aggression Model and mood management theory, we thus hypothesized that habitual violent video game players misinterpret their better mood after game play as a reduction of aggressive feelings and hence believe in the cathartic effects of violent video games. Two studies examined this reasoning in the player's natural habitat. Habitual video game players were surveyed multiple times for a period of 2 weeks before and after each gaming session. Results showed that playing video games improved the participant's mood, which in turn was positively associated with the belief in the cathartic effect of violent video game play. Importantly, this relation held when controlling for the player's actual level of aggressive feelings. Study 1 further showed that playing a violent game tended to lead to a higher level of reported aggressive feelings after playing. In contrast, in Study 2, level of reported aggressive feelings was not related to the violence of the game. Taken together, habitual violent video game players (erroneously) believe in the cathartic effects of violent video games, because they are in a better mood after playing.
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Affiliation(s)
- Riccarda Kersten
- Social Psychology, University of Innsbruck, Innrain 2, Innsbruck, Austria
| | - Tobias Greitemeyer
- Social Psychology, University of Innsbruck, Innrain 2, Innsbruck, Austria
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6
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Greitemeyer T. The dark and bright side of video game consumption: Effects of violent and prosocial video games. Curr Opin Psychol 2022; 46:101326. [DOI: 10.1016/j.copsyc.2022.101326] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/29/2021] [Revised: 02/15/2022] [Accepted: 02/22/2022] [Indexed: 11/03/2022]
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7
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Pride and prejudice and zombies…and statistics: Effects of powerful female role-models in media on attitudes towards women, and female viewer anxiety. CURRENT PSYCHOLOGY 2022. [DOI: 10.1007/s12144-020-00605-7] [Citation(s) in RCA: 2] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/26/2022]
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8
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Beyond the Screen: Violence and Aggression towards Women within an Excepted Online Space. SEXES 2022. [DOI: 10.3390/sexes3010007] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/17/2022] Open
Abstract
This theoretical review explores the possibility that the consumption of internet pornography (IP) represents a credible risk factor in the perpetration of aggression and violence against women. Sexual violence, abuse, and degradation of women is commonly depicted in mainstream heterosexual IP. Despite the violent tenor, the effect this material may have on beliefs, attitudes and behaviors is understudied, as are the reasons why violent and degrading IP is so widely viewed, enjoyed, and accepted. Both theory and empirical findings support the contention that depictions of violence in IP may contribute to real world aggression and violence against women, with two relevant spheres of inquiry proposed in this theoretical review. The first considers IP as a ‘zone of cultural exception’, in which the perpetration of violent and degrading acts against women are eroticized and celebrated, despite such behaviors being considered antisocial in wider society. It is suggested that this excepted status is enabled by the operation of the third person effect to negate the detrimental effects of IP. The second explores the objectification and dehumanization of women in IP and the use of moral disengagement by viewers to enable their disavowal of any harm in the depicted violence.
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9
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Delhove M, Greitemeyer T. Violent media use and aggression: Two longitudinal network studies. The Journal of Social Psychology 2021; 161:697-713. [PMID: 33783337 DOI: 10.1080/00224545.2021.1896465] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/30/2022]
Abstract
Exposure to violent media has been widely linked to increased aggression. In the present research, we examined whether violent media exposure would be associated with increased aggression, which would then spread within social networks like a contagious disease. Two groups of first year psychology students completed a questionnaire three times over the course of a year, measuring their media exposure, aggression, personality, and social relations within the group. Cross-sectional analysis provided mixed results in regards to the link between violent media and aggression. Siena analysis found no evidence of homophily (i.e., participants were not more likely to be friends with others similar to themselves) nor of social influence (i.e., participant's behavior did not predict a change in their friends' behavior). However, given the relatively small sample sizes and the weak ties between participants, more work is needed to assess the spread of violent media effects.
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10
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Ferguson CJ, Smith S. Examining homicides and suicides cross-nationally: Economic factors, guns and video games. INTERNATIONAL JOURNAL OF PSYCHOLOGY 2021; 56:812-823. [PMID: 33786817 DOI: 10.1002/ijop.12760] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/05/2020] [Accepted: 03/13/2021] [Indexed: 11/06/2022]
Abstract
Understanding why different nations have different homicide and suicide rates has been of interest to scholars, policy makers and the general public for years. Multiple theories have been offered, related to the economy, presence of guns and even exposure to violence in video games. In the current study, several factors were considered in combination across a sample of 92 countries. These included income inequality (Gini index), Human Capital Index (education and employment), per capita gun ownership and per capita expenditure on video games. Results suggest that economic factors primarily were related to homicide and suicide cross-nationally. Video game consumption was not a major indicative factor (other than a small negative relationship with homicides). More surprisingly, per capita gun ownership was not an indicator factor cross-nationally. The results suggest that a focus on economic factors and income inequality are most likely to bear fruit regarding reduction of violence and suicide.
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Affiliation(s)
| | - Sven Smith
- Department of Psychology, Stetson University, DeLand, FL, USA
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11
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Zhang Q, Cao Y, Tian J. Effects of Violent Video Games on Aggressive Cognition and Aggressive Behavior. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2020; 24:5-10. [PMID: 33370158 DOI: 10.1089/cyber.2019.0676] [Citation(s) in RCA: 12] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/12/2022]
Abstract
In this study, we examined how playing a violent video game affected aggressive cognition and aggressive behavior. A total of 300 children (Mage = 6.38, SD = 0.25) were randomly recruited to play a violent or a nonviolent video game. Results revealed that briefly exposing children to a violent video game increased aggressive cognition and aggressive behavior. In addition, a significant game × sex interaction showed that this effect was larger for boys than for girls. Mediational pathways were found such that aggressive cognition mediated the relationship between violent video games and aggressive behavior, especially for boys. Findings were interpreted within and supported the framework of the general aggression model. Violent video game effects remain a societal concern, and boys should be regarded as a special group for aggression intervention.
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Affiliation(s)
- Qian Zhang
- Center for Studies of Education and Psychology of Ethnic Minorities in Southwest Area, Southwest University, Chongqing, China.,Faculty of Education, Southwest University, Chongqing, China
| | - Yi Cao
- Faculty of Education, Southwest University, Chongqing, China.,The Third Kindergarten in Chengdu Municipality, Chengdu, China
| | - JingJin Tian
- Faculty of Education, Southwest University, Chongqing, China.,Principle of Dawn Innovation Kindergarten, Chongqing, China
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12
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Ferguson CJ, Wang CKJ. Aggressive Video Games Are Not a Risk Factor for Mental Health Problems in Youth: A Longitudinal Study. CYBERPSYCHOLOGY, BEHAVIOR AND SOCIAL NETWORKING 2020; 24:70-73. [PMID: 33252268 DOI: 10.1089/cyber.2020.0027] [Citation(s) in RCA: 9] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/13/2022]
Abstract
Recent preregistered studies and analyses have suggested that links between aggressive video games (AVGs) and aggression-related outcomes may have been exaggerated in previous literature. However, concerns about AVGs remain. Although the impact of aggressive games on aggressive behaviors has been the subject of approximately a dozen preregistered studies, the potential impact of aggressive games on the player's mental health symptoms has not been the subject of similar preregistered analyses. In the current study, a sample of more than 3000 youth from Singapore were examined by using preregistered analyses to determine whether early exposure to aggressive games was predictive of anxiety, depression, somatic symptoms, or attention deficit hyperactivity disorder 2 years later. Analyses suggested that exposure to AVGs is not a risk factor for later mental health symptoms.
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Affiliation(s)
| | - C K John Wang
- National Institute of Education, Nanyang Technological University, Singapore, Singapore
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13
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Aggressive video games research emerges from its replication crisis (Sort of). Curr Opin Psychol 2020; 36:1-6. [DOI: 10.1016/j.copsyc.2020.01.002] [Citation(s) in RCA: 12] [Impact Index Per Article: 3.0] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/21/2020] [Revised: 01/26/2020] [Accepted: 01/29/2020] [Indexed: 11/23/2022]
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14
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Przybylski AK, Orben A, Weinstein N. How Much Is Too Much? Examining the Relationship Between Digital Screen Engagement and Psychosocial Functioning in a Confirmatory Cohort Study. J Am Acad Child Adolesc Psychiatry 2020; 59:1080-1088. [PMID: 31400437 DOI: 10.1016/j.jaac.2019.06.017] [Citation(s) in RCA: 40] [Impact Index Per Article: 10.0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 12/03/2018] [Revised: 06/21/2019] [Accepted: 08/01/2019] [Indexed: 11/17/2022]
Abstract
OBJECTIVE Previous studies have offered mixed results regarding the link between digital screen engagement and the psychosocial functioning of young people. In this study, we aimed to determine the magnitude of this relation, to inform the discussion regarding whether amount of digital screen time has a subjectively significant impact on the psychosocial functioning of children and adolescents. METHOD We analyzed data from primary caregivers participating in the National Survey of Children's Health (NSCH), an annual nationally representative survey fielded by the US Census Bureau between June 2016 and February 2017. NSCH uses an address-based sampling frame and both Web- and paper-based data collection instruments to measure psychosocial functioning and digital engagement, including a modified version of the Strengths and Difficulties questionnaire and caregiver estimates of daily television- and device-based engagement, respectively. RESULTS The expected parabolic inverted-U-shaped relationship linking digital screen engagement to psychosocial functioning was found. These results replicated past findings suggesting that moderate levels of screen time (1-2 hours a day) were associated with slightly higher levels of psychosocial functioning compared to lower or higher levels of engagement. Furthermore, it indicated that children and adolescents would require 4 hours 40 minutes of television-based engagement and 5 hours 8 minutes of daily device-based engagement before caregivers would be able to notice subjectively significant variations in psychosocial functioning. CONCLUSION The possible influence of digital screen engagement is likely smaller and more nuanced than we might expect. These findings do not rule out the possibility that parents might only notice very high levels of screen time when their child manifests pronounced psychosocial difficulties. Future work should be guided by transparent and confirmatory programs of research.
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Affiliation(s)
- Andrew K Przybylski
- University of Oxford, United Kingdom; Oxford Internet Institute, University of Oxford, United Kingdom.
| | - Amy Orben
- University of Oxford, United Kingdom
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15
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Ferguson CJ, Copenhaver A, Markey P. Reexamining the Findings of the American Psychological Association's 2015 Task Force on Violent Media: A Meta-Analysis. PERSPECTIVES ON PSYCHOLOGICAL SCIENCE 2020; 15:1423-1443. [PMID: 32777188 DOI: 10.1177/1745691620927666] [Citation(s) in RCA: 23] [Impact Index Per Article: 5.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/15/2022]
Abstract
In 2015, the American Psychological Association (APA) released a task-force technical report on video-game violence with a concurrent resolution statement linking violent games to aggression but not violent crime. The task-force report has proven to be controversial; many scholars have criticized language implying conclusive evidence linking violent games to aggression as well as technical concerns regarding the meta-analysis that formed the basis of the technical report and resolution statement. In the current article, we attempt a reevaluation of the 2015 technical report meta-analysis. The intent of this reevaluation was to examine whether the data foundations behind the APA's resolution on video-game violence were sound. Reproducing the original meta-analysis proved difficult because some studies were included that did not appear to have relevant data, and many other available studies were not included. The current analysis revealed negligible relationships between violent games and aggressive or prosocial behavior, small relationships with aggressive affect and cognitions, and stronger relationships with desensitization. However, effect sizes appeared to be elevated because of non-best-practices and researcher-expectancy effects, particularly for experimental studies. It is concluded that evidence warrants a more cautious interpretation of the effects of violent games on aggression than provided by the APA technical report or resolution statement.
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16
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Hygen BW, Skalická V, Stenseng F, Belsky J, Steinsbekk S, Wichstrøm L. The co-occurrence between symptoms of internet gaming disorder and psychiatric disorders in childhood and adolescence: prospective relations or common causes? J Child Psychol Psychiatry 2020; 61:890-898. [PMID: 32623728 DOI: 10.1111/jcpp.13289] [Citation(s) in RCA: 24] [Impact Index Per Article: 6.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Accepted: 05/28/2020] [Indexed: 12/13/2022]
Abstract
BACKGROUND Internet gaming disorder (IGD) is highlighted as a condition for further study in the Diagnostic and Statistical Manual of Mental Disorders Fifth Edition (DSM-5). Some studies indicate that IGD appears comorbid with other psychiatric disorders. We examine concurrent and prospective links between symptoms of IGD and symptoms of common psychiatric disorders in childhood and adolescence to determine whether observed comorbidity is a result of (a) reciprocal relations or (b) common underlying causes. METHODS A community sample (n = 702) of Norwegian children completed the Internet Gaming Disorder Interview (IGDI) to assess DSM-5 defined IGD symptoms at ages 10, 12 and 14 years. The Child and Adolescent Psychiatric Assessment (CAPA) assessed symptoms of depression, anxiety, attention-deficit hyperactivity disorder (ADHD), oppositional defiant disorder (ODD) and conduct disorder (CD) at the same time points. RESULTS A Random Intercept Cross-lagged Panel Model (RI-CLPM), which captures pure within-person changes and adjusts for all unmeasured time-invariant factors (e.g., genetics, parent education) revealed no associations between IGD symptoms and psychopathology, except that increased IGD symptoms at ages 10 and 12 predicted decreased symptoms of anxiety two years later. CONCLUSIONS No support emerged for concurrent or prospective relations between IGD and psychiatric symptoms, except in one case: increased IGD symptoms forecasted reduction in anxiety symptoms. Observed co-occurrence between IGD symptoms and mental health problems can mainly be attributed to common underlying factors.
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Affiliation(s)
- Beate Wold Hygen
- Department of Psychology, Norwegian University of Science and Technology, Trondheim, Norway.,NTNU Social Research, Trondheim, Norway
| | - Věra Skalická
- Department of Psychology, Norwegian University of Science and Technology, Trondheim, Norway
| | - Frode Stenseng
- Department of Education and Lifelong Learning, Norwegian University of Science and Technology, Trondheim, Norway.,Queen Maud University College, Trondheim, Norway
| | - Jay Belsky
- Department of Human Ecology, University of California, Davis, Davis, CA, USA
| | - Silje Steinsbekk
- Department of Psychology, Norwegian University of Science and Technology, Trondheim, Norway
| | - Lars Wichstrøm
- Department of Psychology, Norwegian University of Science and Technology, Trondheim, Norway.,Department of Child and Adolescent Psychiatry, St. Olav's University Hospital, Trondheim, Norway
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17
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Drummond A, Sauer JD, Ferguson CJ. Do longitudinal studies support long-term relationships between aggressive game play and youth aggressive behaviour? A meta-analytic examination. ROYAL SOCIETY OPEN SCIENCE 2020; 7:200373. [PMID: 32874632 PMCID: PMC7428266 DOI: 10.1098/rsos.200373] [Citation(s) in RCA: 17] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 03/05/2020] [Accepted: 07/01/2020] [Indexed: 05/20/2023]
Abstract
Whether video games with aggressive content contribute to aggressive behaviour in youth has been a matter of contention for decades. Recent re-evaluation of experimental evidence suggests that the literature suffers from publication bias, and that experimental studies are unable to demonstrate compelling short-term effects of aggressive game content on aggression. Long-term effects may still be plausible, if less-systematic short-term effects accumulate into systematic effects over time. However, longitudinal studies vary considerably in regard to whether they indicate long-term effects or not, and few analyses have considered what methodological factors may explain this heterogeneity in outcomes. The current meta-analysis included 28 independent samples including approximately 21 000 youth. Results revealed an overall effect size for this population of studies (r = 0.059) with no evidence of publication bias. Effect sizes were smaller for longer longitudinal periods, calling into question theories of accumulated effects, and effect sizes were lower for better-designed studies and those with less evidence for researcher expectancy effects. In exploratory analyses, studies with more best practices were statistically indistinguishable from zero (r = 0.012, 95% confidence interval: -0.010, 0.034). Overall, longitudinal studies do not appear to support substantive long-term links between aggressive game content and youth aggression. Correlations between aggressive game content and youth aggression appear better explained by methodological weaknesses and researcher expectancy effects than true effects in the real world.
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Affiliation(s)
- Aaron Drummond
- Massey University, Palmerston North, Manawatu-Wanganui, New Zealand
| | - James D. Sauer
- Department of Psychology, University of Tasmania, Hobart, Tasmania
| | - Christopher J. Ferguson
- Department of Psychology, Stetson University, 421 North Woodland Boulevard, DeLand, FL 32729, USA
- Author for correspondence: Christopher J. Ferguson e-mail:
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18
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Květon P, Jelínek M. Frustration and Violence in Mobile Video Games. SWISS JOURNAL OF PSYCHOLOGY 2020. [DOI: 10.1024/1421-0185/a000236] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/19/2022]
Abstract
Abstract. This study tests two competing hypotheses, one based on the general aggression model (GAM), the other on the self-determination theory (SDT). GAM suggests that the crucial factor in video games leading to increased aggressiveness is their violent content; SDT contends that gaming is associated with aggression because of the frustration of basic psychological needs. We used a 2×2 between-subject experimental design with a sample of 128 undergraduates. We assigned each participant randomly to one experimental condition defined by a particular video game, using four mobile video games differing in the degree of violence and in the level of their frustration-invoking gameplay. Aggressiveness was measured using the implicit association test (IAT), administered before and after the playing of a video game. We found no evidence of an association between implicit aggressiveness and violent content or frustrating gameplay.
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Affiliation(s)
- Petr Květon
- Institute of Psychology, Czech Academy of Sciences, p.r.i., Czech Republic
| | - Martin Jelínek
- Institute of Psychology, Czech Academy of Sciences, p.r.i., Czech Republic
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19
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20
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Greitemeyer T. The contagious impact of playing violent video games on aggression: Longitudinal evidence. Aggress Behav 2019; 45:635-642. [PMID: 31410869 PMCID: PMC6790614 DOI: 10.1002/ab.21857] [Citation(s) in RCA: 17] [Impact Index Per Article: 3.4] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/14/2019] [Revised: 06/07/2019] [Accepted: 06/12/2019] [Indexed: 11/09/2022]
Abstract
Meta-analyses have shown that violent video game play increases aggression in the player. The present research suggests that violent video game play also affects individuals with whom the player is connected. A longitudinal study (N = 980) asked participants to report on their amount of violent video game play and level of aggression as well as how they perceive their friends and examined the association between the participant's aggression and their friends' amount of violent video game play. As hypothesized, friends' amount of violent video game play at Time 1 was associated with the participant's aggression at Time 2 even when controlling for the impact of the participant's aggression at Time 1. Mediation analyses showed that friends' aggression at Time 1 accounted for the impact of friends' amount of violent video game play at Time 1 on the participant's aggression at Time 2. These findings suggest that increased aggression in video game players has an impact on the player's social network.
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21
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Yao M, Zhou Y, Li J, Gao X. Violent video games exposure and aggression: The role of moral disengagement, anger, hostility, and disinhibition. Aggress Behav 2019; 45:662-670. [PMID: 31436326 PMCID: PMC6790562 DOI: 10.1002/ab.21860] [Citation(s) in RCA: 18] [Impact Index Per Article: 3.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/16/2018] [Revised: 07/18/2019] [Accepted: 07/22/2019] [Indexed: 01/08/2023]
Abstract
Based on the General Aggression Model (GAM), the current study investigated the interactive effect of personal factors (e.g., sensation-seeking) and situational factors (e.g., violent video games exposure [VVGE]) on the trait aggressive behavior, and the mediating role of individual difference trait (e.g., moral disengagement, anger, and hostility). We recruited 547 undergraduates (48.45% male) from five Chinese universities. The results showed that VVGE was positively associated with moral disengagement, disinhibition, and the four aggressive traits (physical aggression, verbal aggression, anger, and hostility), which were positively associated with each other. Moral disengagement was positively associated with both the disinhibition and the four aggressive traits. Disinhibition was positively associated with the four aggressive traits as well. When controlled for gender, moral disengagement, anger, and hostility wholly mediated the relationship between VVGE and aggression, but the moderation effect of disinhibition was not significant. These findings support the framework of GAM and indicate that moral disengagement, anger, and hostility may be the factors that increase the risk of a higher level of aggression following repeated exposure to violent video games.
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Affiliation(s)
- Mengyun Yao
- Faculty of PsychologySouthwest University Chongqing China
- Key Laboratory of Cognition and Personality, Ministry of EducationSouthwest University Chongqing China
| | - Yuhong Zhou
- Faculty of PsychologySouthwest University Chongqing China
- Key Laboratory of Cognition and Personality, Ministry of EducationSouthwest University Chongqing China
| | - Jiayu Li
- Faculty of PsychologySouthwest University Chongqing China
- Key Laboratory of Cognition and Personality, Ministry of EducationSouthwest University Chongqing China
| | - Xuemei Gao
- Faculty of PsychologySouthwest University Chongqing China
- Key Laboratory of Cognition and Personality, Ministry of EducationSouthwest University Chongqing China
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22
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Can Violent Video Game-Related Aggression Spread to Others? Effects on Retaliatory and Displaced Aggression. INTERNATIONAL REVIEW OF SOCIAL PSYCHOLOGY 2019. [DOI: 10.5334/irsp.242] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/20/2022] Open
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23
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Ferguson CJ, Wang JCK. Aggressive Video Games are Not a Risk Factor for Future Aggression in Youth: A Longitudinal Study. J Youth Adolesc 2019; 48:1439-1451. [PMID: 31273603 DOI: 10.1007/s10964-019-01069-0] [Citation(s) in RCA: 27] [Impact Index Per Article: 5.4] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 06/11/2019] [Accepted: 06/20/2019] [Indexed: 10/26/2022]
Abstract
The issue of whether video games with aggressive or violent content (henceforth aggressive video games) contribute to aggressive behavior in youth remains an issue of significant debate. One issue that has been raised is that some studies may inadvertently inflate effect sizes by use of questionable researcher practices and unstandardized assessments of predictors and outcomes, or lack of proper theory-driven controls. In the current article, a large sample of 3034 youth (72.8% male Mage = 11.2) in Singapore were assessed for links between aggressive game play and seven aggression or prosocial outcomes 2 years later. Theoretically relevant controls for prior aggression, poor impulse control, gender and family involvement were used. Effect sizes were compared to six nonsense outcomes specifically chosen to be theoretically unrelated to aggressive game play. The use of nonsense outcomes allows for a comparison of effect sizes between theoretically relevant and irrelevant outcomes, to help assess whether any statistically significant outcomes may be spurious in large datasets. Preregistration was employed to reduce questionable researcher practices. Results indicate that aggressive video games were unrelated to any of the outcomes using the study criteria for significance. It would take 27 h/day of M-rated game play to produce clinically noticeable changes in aggression. Effect sizes for aggression/prosocial outcomes were little different than for nonsense outcomes. Evidence from this study does not support the conclusion that aggressive video games are a predictor of later aggression or reduced prosocial behavior in youth.
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Affiliation(s)
- Christopher J Ferguson
- Department of Psychology, Stetson University, 421N. Woodland Blvd., DeLand, FL, 32729, USA.
| | - John C K Wang
- Nanyang Technological University, Singapore, Singapore
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24
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Abstract
Recent scholarship has suggested that the frequency of violence in PG-13 rated movies has increased in recent years. Although some scholars have expressed concern that such an increase may have public health implications, this has remained untested. In the current article, trends in PG-13 movie violence are tested against trends in violence in society, including both homicides and youth violence. Raw correlations suggest that PG-13 rated movie violence is inversely related to actual violence in society. However, controlling for autocorrelations suggests that the best interpretation is that PG-13 rated movie violence is unrelated to violence in society. Caution is advised for scholars to avoid implying that PG-13 rated movie violence may have a causal effect on crime in society.
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25
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Hilgard J, Engelhardt CR, Rouder JN, Segert IL, Bartholow BD. Null Effects of Game Violence, Game Difficulty, and 2D:4D Digit Ratio on Aggressive Behavior. Psychol Sci 2019; 30:606-616. [DOI: 10.1177/0956797619829688] [Citation(s) in RCA: 18] [Impact Index Per Article: 3.6] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/16/2022] Open
Abstract
Researchers have suggested that acute exposure to violent video games is a cause of aggressive behavior. We tested this hypothesis by using violent and nonviolent games that were closely matched, collecting a large sample, and using a single outcome. We randomly assigned 275 male undergraduates to play a first-person-shooter game modified to be either violent or less violent and hard or easy. After completing the game-play session, participants were provoked by a confederate and given an opportunity to behave aggressively. Neither game violence nor game difficulty predicted aggressive behavior. Incidentally, we found that 2D:4D digit ratio, thought to index prenatal testosterone exposure, did not predict aggressive behavior. Results do not support acute violent-game exposure and low 2D:4D ratio as causes of aggressive behavior.
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Affiliation(s)
| | | | | | - Ines L. Segert
- Department of Psychological Sciences, University of Missouri-Columbia
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26
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Elson M, Ferguson CJ, Gregerson M, Hogg JL, Ivory J, Klisanin D, Markey PM, Nichols D, Siddiqui S, Wilson J. Do Policy Statements on Media Effects Faithfully Represent the Science? ADVANCES IN METHODS AND PRACTICES IN PSYCHOLOGICAL SCIENCE 2019. [DOI: 10.1177/2515245918811301] [Citation(s) in RCA: 31] [Impact Index Per Article: 6.2] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
Abstract
Professional advocacy associations such as the American Psychological Association (APA) and American Academy of Pediatrics commonly release policy statements regarding science and behavior. Policymakers and the general public may assume that such statements reflect objective conclusions, but their actual fidelity in representing science remains largely untested. For example, in recent decades, policy statements related to media effects have been released with increasing regularity. However, they have often provoked criticisms that they do not adequately reflect the state of the science on media effects. The News Media, Public Education and Public Policy Committee (a standing committee of APA’s Division 46, the Media Psychology and Technology division) reviewed all publicly available policy statements on media effects produced by professional organizations and evaluated them using a standardized rubric. It was found that current policy statements tend to be more definitive than is warranted by the underlying science, and often ignore conflicting research results. These findings have broad implications for policy statements more generally, outside the field of media effects. In general, the committee suggests that professional organizations run the risk of misinforming the public when they release policy statements that do not acknowledge debates and inconsistencies in a field, or limitations of methodology. In formulating policy statements, advocacy organizations may wish to focus less on claiming consensus and more on acknowledging areas of agreement, areas of disagreement, and limitations.
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Affiliation(s)
- Malte Elson
- Department of Psychology, Ruhr University Bochum
| | | | | | | | - James Ivory
- Department of Communication, Virginia Polytechnic Institute and State University
| | - Dana Klisanin
- Evolutionary Guidance Media R&D, Inc., New York, New York
| | | | - Deborah Nichols
- Department of Human Development and Family Studies, Purdue University College of Health and Human Sciences
| | - Shahbaz Siddiqui
- Department of Behavioral Psychology, California Southern University
| | - June Wilson
- College of Social and Behavioral Science, Walden University
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27
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Przybylski AK, Weinstein N. Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report. ROYAL SOCIETY OPEN SCIENCE 2019; 6:171474. [PMID: 30891250 PMCID: PMC6408382 DOI: 10.1098/rsos.171474] [Citation(s) in RCA: 38] [Impact Index Per Article: 7.6] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 09/26/2018] [Accepted: 01/18/2019] [Indexed: 05/25/2023]
Abstract
In this study, we investigated the extent to which adolescents who spend time playing violent video games exhibit higher levels of aggressive behaviour when compared with those who do not. A large sample of British adolescent participants (n = 1004) aged 14 and 15 years and an equal number of their carers were interviewed. Young people provided reports of their recent gaming experiences. Further, the violent contents of these games were coded using official EU and US ratings, and carers provided evaluations of their adolescents' aggressive behaviours in the past month. Following a preregistered analysis plan, multiple regression analyses tested the hypothesis that recent violent game play is linearly and positively related to carer assessments of aggressive behaviour. Results did not support this prediction, nor did they support the idea that the relationship between these factors follows a nonlinear parabolic function. There was no evidence for a critical tipping point relating violent game engagement to aggressive behaviour. Sensitivity and exploratory analyses indicated these null effects extended across multiple operationalizations of violent game engagement and when the focus was on another behavioural outcome, namely, prosocial behaviour. The discussion presents an interpretation of this pattern of effects in terms of both the ongoing scientific and policy debates around violent video games, and emerging standards for robust evidence-based policy concerning young people's technology use.
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Affiliation(s)
- Andrew K. Przybylski
- Oxford Internet Institute, University of Oxford, Oxford OX1 3JS, UK
- Department of Experimental Psychology, University of Oxford, Oxford, UK
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28
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DeCamp W. Who plays violent video games? An exploratory analysis of predictors of playing violent games. PERSONALITY AND INDIVIDUAL DIFFERENCES 2017. [DOI: 10.1016/j.paid.2017.06.027] [Citation(s) in RCA: 11] [Impact Index Per Article: 1.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 11/16/2022]
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29
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Hay DF, Johansen MK, Daly P, Hashmi S, Robinson C, Collishaw S, van Goozen S. Seven-year-olds' aggressive choices in a computer game can be predicted in infancy. Dev Sci 2017; 21:e12576. [PMID: 28736940 PMCID: PMC5947600 DOI: 10.1111/desc.12576] [Citation(s) in RCA: 10] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Abstract] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/18/2016] [Accepted: 03/25/2017] [Indexed: 12/01/2022]
Abstract
Concerns about the relationship between computer games and children's aggression have been expressed for decades, but it is not yet clear whether the content of such games evokes aggression or a prior history of aggression promotes children's interest in aggressive games. Two hundred and sixty‐six 7‐year‐old children from a nationally representative longitudinal sample in the UK played a novel computer game (CAMGAME) in which the child's avatar encountered a series of social challenges that might evoke aggressive, prosocial or neutral behaviour. Aggressive choices during the game were predicted by well‐known risk factors for aggressive conduct problems and the children's own early angry aggressiveness as infants. These findings suggest that children who are predisposed to aggression bring those tendencies to virtual as well as real environments.
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Affiliation(s)
- Dale F Hay
- School of Psychology, Cardiff University, UK
| | | | - Peter Daly
- School of Psychology, Cardiff University, UK
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30
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Briñol P, Petty RE, Requero B. Aggressive primes can increase reliance on positive and negative thoughts affecting self-attitudes. SELF AND IDENTITY 2016. [DOI: 10.1080/15298868.2016.1255251] [Citation(s) in RCA: 5] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/20/2022]
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