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Magnusson K, Johansson F, Przybylski AK. Harmful compared to what? The problem of gaming and ambiguous causal questions. Addiction 2024; 119:1478-1486. [PMID: 38698562 DOI: 10.1111/add.16516] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 06/19/2023] [Accepted: 04/09/2024] [Indexed: 05/05/2024]
Abstract
BACKGROUND AND AIMS There has been much concern regarding potential harmful effects of video game-play in the past 40 years, but limited progress in understanding its causal role. This paper discusses the basic requirements for identifying causal effects of video game-play and argues that most research to date has focused upon ambiguous causal questions. METHODS Video games and mental health are discussed from the perspective of causal inference with compound exposures; that is, exposures with multiple relevant variants that affect outcomes in different ways. RESULTS Not only does exposure to video games encompass multiple different factors, but also not playing video games is equally ambiguous. Estimating causal effects of a compound exposure introduces the additional challenge of exposure-version confounding. CONCLUSIONS Without a comparison of well-defined interventions, research investigating the effects of video game-play will be difficult to translate into actionable health interventions. Interventions that target games should be compared with other interventions aimed at improving the same outcomes.
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Affiliation(s)
- Kristoffer Magnusson
- Centre for Psychiatry Research, Department of Clinical Neuroscience, Karolinska Institutet, and Stockholm Health Care Services, Region Stockholm, Solna, Sweden
- Oxford Internet Institute, University of Oxford, Oxford, United Kingdom
| | - Fred Johansson
- Centre for Psychiatry Research, Department of Clinical Neuroscience, Karolinska Institutet, and Stockholm Health Care Services, Region Stockholm, Solna, Sweden
- Department of Health Promotion Science, Sophiahemmet University, Stockholm, Sweden
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2
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Ritchie MB, Compton SAH, Oliver LD, Finger E, Neufeld RWJ, Mitchell DGV. The impact of acute violent videogame exposure on neurocognitive markers of empathic concern. Soc Cogn Affect Neurosci 2024; 19:nsae031. [PMID: 38727544 PMCID: PMC11223611 DOI: 10.1093/scan/nsae031] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/24/2023] [Revised: 02/21/2024] [Accepted: 05/08/2024] [Indexed: 07/06/2024] Open
Abstract
Research examining the purported association between violent gaming and aggression remains controversial due to concerns related to methodology, unclear neurocognitive mechanisms, and the failure to adequately consider the role of individual differences in susceptibility. To help address these concerns, we used fMRI and an emotional empathy task to examine whether acute and cumulative violent gaming exposure were associated with abnormalities in emotional empathy as a function of trait-empathy. Emotional empathy was targeted given its involvement in regulating not only aggression, but also other important social functions such as compassion and prosocial behaviour. We hypothesized that violent gaming exposure increases the risk of aberrant social behaviour by altering the aversive value of distress cues. Contrary to expectations, neither behavioural ratings nor empathy-related brain activity varied as a function of violent gaming exposure. Notably, however, activation patterns in somatosensory and motor cortices reflected an interaction between violent gaming exposure and trait empathy. Thus, our results are inconsistent with a straightforward relationship between violent gaming exposure and reduced empathy. Furthermore, they highlight the importance of considering both individual differences in susceptibility and other aspects of cognition related to social functioning to best inform public concern regarding safe gaming practices.
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Affiliation(s)
- Mary B Ritchie
- Graduate Program in Clinical Science and Psychopathology, Department of Psychology, University of Western Ontario, London, ON N6A 3K7, Canada
- Brain and Mind Institute, University of Western Ontario, London, ON N6A 3K7, Canada
| | - Shannon A H Compton
- Brain and Mind Institute, University of Western Ontario, London, ON N6A 3K7, Canada
- Graduate Program in Neuroscience, Schulich School of Medicine and Dentistry, University of Western Ontario, London, ON N6A 3K7, Canada
| | - Lindsay D Oliver
- Campbell Family Mental Health Research Institute, Centre for Addiction and Mental Health, Toronto, ON M5T 1R8, Canada
- Department of Psychiatry, University of Toronto, Toronto, Ontario M5R0A3, Canada
| | - Elizabeth Finger
- Robarts Institute, University of Western Ontario, London, ON N6A 3K7, Canada
- Department of Clinical Neurological Sciences, The University of Western Ontario, London, ON N6A 3K7, Canada
- Lawson Health Research Institute, London, ON N6C 2R5, Canada
- Parkwood Institute, St. Joseph’s Health Care, London, ON N6C 0A7, Canada
| | - Richard W J Neufeld
- Graduate Program in Neuroscience, Schulich School of Medicine and Dentistry, University of Western Ontario, London, ON N6A 3K7, Canada
- Department of Psychiatry, Schulich School of Medicine and Dentistry, University of Western Ontario, London, ON N6A 3K7, Canada
- Department of Psychology, Faculty of Social Science, University of Western Ontario, London, ON N6A 3K7, Canada
| | - Derek G V Mitchell
- Brain and Mind Institute, University of Western Ontario, London, ON N6A 3K7, Canada
- Department of Psychiatry, Schulich School of Medicine and Dentistry, University of Western Ontario, London, ON N6A 3K7, Canada
- Department of Psychology, Faculty of Social Science, University of Western Ontario, London, ON N6A 3K7, Canada
- Department of Anatomy and Cell Biology, Schulich School of Medicine and Dentistry, University of Western Ontario, London, ON N6A 3K7, Canada
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3
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Hurel E, Grall-Bronnec M, Bouillard O, Chirio-Espitalier M, Barrangou-Poueys-Darlas M, Challet-Bouju G. Systematic Review of Gaming and Neuropsychological Assessment of Social Cognition. Neuropsychol Rev 2023:10.1007/s11065-023-09599-y. [PMID: 37667058 DOI: 10.1007/s11065-023-09599-y] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 07/01/2022] [Accepted: 05/24/2023] [Indexed: 09/06/2023]
Abstract
Playing video games is associated with cognitive changes and possibly psychosocial difficulties. Problematic gaming occurs upon the loss of control over videogame playing; gaming disorder is considered a behavioral addiction in the 11th version of the International Classification of Diseases. Models used to understand behavioral addictions include cognition as an essential factor in the development, maintenance, and relapse of addiction. Nevertheless, some aspects of cognition, such as social cognition, remain underexplored, despite evidence of alterations in cognitive and social function among patients with problematic gaming. This review aimed to describe the current understanding of social cognition in individuals exposed to videogames. We included all studies assessing social cognition in participants of any age with a wide range of exposure to video games (from simple use of video games (such as at least two exposures) to problematic gaming, defined according to the included study). This wide range of exposure allowed us to explore the whole process from repeated exposure to addiction. We included only studies that used neuropsychological tasks to assess social cognition. Patient-reported outcomes that could be biased by subjective self-report data were not included. The search was conducted from inception to January 2022 in three databases (PubMed, PsycINFO, and Web of Science). The systematic search identified 39 studies that assessed facial emotion processing, empathy, theory of mind, social decision-making, aggressive behavior, and moral competence. In general, results have been mixed, and a number of questions remain unanswered. Nevertheless, several studies showed cerebral changes when processing facial emotion that were linked with problematic gaming, while no link was obtained between nonproblematic gaming and empathy alterations. The influences of cooperation patterns, theory of mind, moral competence, and gaming frequency were highlighted. Finally, there was substantial heterogeneity in the population assessed and the methods used.
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Affiliation(s)
- Elodie Hurel
- CHU Nantes, UIC Psychiatrie et Santé Mentale, Nantes Université, Nantes, F-44000, France
- MethodS in Patient-centered outcomes and HEalth ResEarch, SPHERE, Nantes Université, Univ Tours, CHU Nantes, INSERM, Nantes, F-44000, France
| | - Marie Grall-Bronnec
- CHU Nantes, UIC Psychiatrie et Santé Mentale, Nantes Université, Nantes, F-44000, France
- MethodS in Patient-centered outcomes and HEalth ResEarch, SPHERE, Nantes Université, Univ Tours, CHU Nantes, INSERM, Nantes, F-44000, France
| | - Orianne Bouillard
- CHU Nantes, UIC Psychiatrie et Santé Mentale, Nantes Université, Nantes, F-44000, France
| | - Marion Chirio-Espitalier
- CHU Nantes, UIC Psychiatrie et Santé Mentale, Nantes Université, Nantes, F-44000, France
- MethodS in Patient-centered outcomes and HEalth ResEarch, SPHERE, Nantes Université, Univ Tours, CHU Nantes, INSERM, Nantes, F-44000, France
| | | | - Gaëlle Challet-Bouju
- CHU Nantes, UIC Psychiatrie et Santé Mentale, Nantes Université, Nantes, F-44000, France.
- MethodS in Patient-centered outcomes and HEalth ResEarch, SPHERE, Nantes Université, Univ Tours, CHU Nantes, INSERM, Nantes, F-44000, France.
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4
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Olejarnik SZ, Romano D. Is playing violent video games a risk factor for aggressive behaviour? Adding narcissism, self-esteem and PEGI ratings to the debate. Front Psychol 2023; 14:1155807. [PMID: 37476087 PMCID: PMC10354552 DOI: 10.3389/fpsyg.2023.1155807] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/31/2023] [Accepted: 06/21/2023] [Indexed: 07/22/2023] Open
Abstract
Introduction Aggressive behaviour is a challenge for society. There continues to be considerable debate over whether the consumption of violent video games affects aggression, as violent video game content has become more accessible in recent years due to the growing use of online distribution platforms. Personality traits often linked to aggression, such as narcissism and self-esteem, have been considered in the context of violent video game play and their relationship with aggression. Methods We surveyed an international population of 166 game players on their personality traits and their three favourite video game choices, which were classified as violent or non-violent, using Pan European Game Information (PEGI) 16 and 18 ratings. Results We found that violent video game choice is a predictor of verbal aggression alongside narcissism, and hostility alongside self-esteem. A categorical regression highlighted the desire to impersonate society's undesirable role models (e.g., 'be a thief or a killer') as one of the motivations for aggression and violent video game choice. Discussion These findings show that video game violence should be considered a risk factor for aggression, as in other violent media, as it provides a social reinforcement of aggressive behaviour and observational learning of aggressive models, calling for the introduction of stricter online age verification procedures on online game platforms to safeguard children from violent video game content; and increased use of parental controls on content fruition. More granularity should be considered in the PEGI classifications.
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Affiliation(s)
| | - Daniela Romano
- Department of Information Studies, University College London, London, United Kingdom
- Institute of Artificial Intelligence, De Montfort University, Leicester, United Kingdom
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5
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Ho MT, Nguyen THT, Nguyen MH, La VP, Vuong QH. Good ethics cannot stop me from exploiting: The good and bad of anthropocentric attitudes in a game environment. AMBIO 2022; 51:2294-2307. [PMID: 35595943 PMCID: PMC9122736 DOI: 10.1007/s13280-022-01742-y] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Track Full Text] [Subscribe] [Scholar Register] [Received: 09/11/2021] [Revised: 11/29/2021] [Accepted: 04/20/2022] [Indexed: 05/13/2023]
Abstract
Video games have the potential to be a tool for communicating pro-environmental values. The present study examines the correlation between players' environmental attitudes and their interaction with virtual natural resources. This study constructs Bayesian ordinal logistic models to analyze survey data of 640 Animal Crossing: New Horizon (ACNH) players from 29 countries. Results show that the frequency of catching in-game animals (fish and insects) is positively correlated with the level of human centeredness in environmental attitudes. In addition, less anthropocentric players tend to use more sustainable methods to collect woods in ACNH. Such a particular way of interacting with in-game animals and trees based on their species may be attributable to players' environmental attitudes and game designs. This paper discusses how game design can play a role in promoting pro-environmental behaviors and highlights the moral implications of interactions with non-human beings.
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Affiliation(s)
- Manh-Toan Ho
- Centre for Interdisciplinary Social Research, Phenikaa University, Yen Nghia Ward, Ha Dong District, Hanoi, 100803, Vietnam
- AI for Social Data Lab, Vuong & Associates, 3/161 Thinh Quang, Dong Da District, Hanoi, 100000, Vietnam
| | - Thanh-Huyen T Nguyen
- Centre for Interdisciplinary Social Research, Phenikaa University, Yen Nghia Ward, Ha Dong District, Hanoi, 100803, Vietnam.
- AI for Social Data Lab, Vuong & Associates, 3/161 Thinh Quang, Dong Da District, Hanoi, 100000, Vietnam.
| | - Minh-Hoang Nguyen
- Centre for Interdisciplinary Social Research, Phenikaa University, Yen Nghia Ward, Ha Dong District, Hanoi, 100803, Vietnam
- AI for Social Data Lab, Vuong & Associates, 3/161 Thinh Quang, Dong Da District, Hanoi, 100000, Vietnam
| | - Viet-Phuong La
- Centre for Interdisciplinary Social Research, Phenikaa University, Yen Nghia Ward, Ha Dong District, Hanoi, 100803, Vietnam
- AI for Social Data Lab, Vuong & Associates, 3/161 Thinh Quang, Dong Da District, Hanoi, 100000, Vietnam
| | - Quan-Hoang Vuong
- Centre for Interdisciplinary Social Research, Phenikaa University, Yen Nghia Ward, Ha Dong District, Hanoi, 100803, Vietnam
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6
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Twenge JM, Hamilton JL. Linear correlation is insufficient as the sole measure of associations: The case of technology use and mental health. Acta Psychol (Amst) 2022; 229:103696. [PMID: 35964377 DOI: 10.1016/j.actpsy.2022.103696] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/28/2022] [Revised: 07/27/2022] [Accepted: 08/01/2022] [Indexed: 11/30/2022] Open
Abstract
It is common for psychology studies to rely solely on linear correlation (r) or similar statistics and not include other measures of association (such as relative risk, which examines differences in the number of people affected). For example, the association between smoking and lung cancer (r = 0.06) could be dismissed as "small" if only linear r is examined, even though 30 times more smokers than non-smokers get lung cancer. Many studies concluding that associations between technology use and well-being as too small to be of practical importance relied solely on linear r. We show that, across five datasets, "small" correlations between technology use and mental health exist alongside practically important risk associations. As there are several valid types of association, and characterizing an association based on a single type of a measure - such as linear r or r2 - can be misleading.
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Affiliation(s)
- Jean M Twenge
- Department of Psychology, San Diego State University, United States of America.
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7
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Compton SAH, Ritchie M, Oliver L, Finger E, Mitchell DGV. Dissociable effects of acute versus cumulative violent video game exposure on the action simulation circuit in university students. Soc Neurosci 2022; 17:368-381. [PMID: 35786163 DOI: 10.1080/17470919.2022.2095018] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/17/2022]
Abstract
There is an ongoing debate as to whether violent video game exposure (VGE) has a negative impact on social functioning. This debate continues in part because of methodological concerns and the paucity of identifiable neurocognitive mechanisms. Also, little attention has been given to how specific personality characteristics may influence susceptibility to the purported effects. Using a combined experimental and cross-sectional approach, we examined the impact of VGE on action simulation as a function of trait coldheartedness in a sample of university students. Healthy adults played a violent or nonviolent version of Grand Theft Auto V before completing an fMRI measure of action simulation circuit (ASC) activity. Simulation-related activity was not significantly different between groups; however, greater overall activation was observed in left inferior frontal gyrus for those in the violent condition. Contrary to predictions, no evidence was observed that trait coldheartedness significantly interacts with violent gaming to influence ASC activation. However, prior cumulative VGE was negatively correlated with simulation-related activity in a subsection of the ASC. This study highlights a potential dissociation between the effects of acute versus cumulative violent gaming and may challenge assumptions that the directionality of effects for cross-sectional associations always mirror those of acute exposure.
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Affiliation(s)
- Shannon A H Compton
- Graduate Program in Neuroscience, Schulich School of Medicine and Dentistry, University of Western Ontario, London, Ontario, Canada.,Brain and Mind Institute, University of Western Ontario, London, Ontario, Canada
| | - Mary Ritchie
- Brain and Mind Institute, University of Western Ontario, London, Ontario, Canada.,Graduate Program in Clinical Science and Psychopathology, Department of Psychology, University of Western Ontario, London, Ontario, Canada
| | - Lindsay Oliver
- Campbell Family Mental Health Research Institute, Centre for Addiction and Mental Health, Toronto, Ontario, Canada
| | - Elizabeth Finger
- Robarts Institute, University of Western Ontario, London, Ontario, Canada.,Department of Clinical Neurological Sciences, The University of Western Ontario, London, Ontario, Canada.,Lawson Health Research Institute, London, Ontario, Canada.,Parkwood Institute, St. Joseph's Health Care, London, Ontario, Canada
| | - Derek G V Mitchell
- Brain and Mind Institute, University of Western Ontario, London, Ontario, Canada.,Department of Psychiatry, Schulich School of Medicine and Dentistry, University of Western Ontario, London, Ontario, Canada.,Department of Anatomy and Cell Biology, Schulich School of Medicine and Dentistry, University of Western Ontario, London, Ontario, Canada.,Department of Psychology, Faculty of Social Science, University of Western Ontario, London, Ontario, Canada
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8
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Vuorre M, Johannes N, Magnusson K, Przybylski AK. Time spent playing video games is unlikely to impact well-being. ROYAL SOCIETY OPEN SCIENCE 2022; 9:220411. [PMID: 35911206 PMCID: PMC9326284 DOI: 10.1098/rsos.220411] [Citation(s) in RCA: 9] [Impact Index Per Article: 4.5] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Figures] [Subscribe] [Scholar Register] [Received: 03/31/2022] [Accepted: 06/27/2022] [Indexed: 06/15/2023]
Abstract
Video games are a massively popular form of entertainment, socializing, cooperation and competition. Games' ubiquity fuels fears that they cause poor mental health, and major health bodies and national governments have made far-reaching policy decisions to address games' potential risks, despite lacking adequate supporting data. The concern-evidence mismatch underscores that we know too little about games' impacts on well-being. We addressed this disconnect by linking six weeks of 38 935 players' objective game-behaviour data, provided by seven global game publishers, with three waves of their self-reported well-being that we collected. We found little to no evidence for a causal connection between game play and well-being. However, results suggested that motivations play a role in players' well-being. For good or ill, the average effects of time spent playing video games on players' well-being are probably very small, and further industry data are required to determine potential risks and supportive factors to health.
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Affiliation(s)
- Matti Vuorre
- Oxford Internet Institute, University of Oxford, Oxford, Oxfordshire OX1 3JS, UK
| | - Niklas Johannes
- Oxford Internet Institute, University of Oxford, Oxford, Oxfordshire OX1 3JS, UK
| | - Kristoffer Magnusson
- Oxford Internet Institute, University of Oxford, Oxford, Oxfordshire OX1 3JS, UK
- Centre for Psychiatry Research, Department of Clinical Neuroscience, Karolinska Institutet, and Stockholm Health Care Services, Region Stockholm, Stockholm, Sweden
| | - Andrew K. Przybylski
- Oxford Internet Institute, University of Oxford, Oxford, Oxfordshire OX1 3JS, UK
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9
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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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10
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Huesmann LR, Dubow EF, Boxer PB, Bushman BJ, Smith CS, Docherty MA, O'Brien MJ. Longitudinal predictions of young adults' weapons use and criminal behavior from their childhood exposure to violence. Aggress Behav 2021; 47:621-634. [PMID: 34148248 PMCID: PMC8784960 DOI: 10.1002/ab.21984] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [MESH Headings] [Grants] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 03/10/2021] [Revised: 05/19/2021] [Accepted: 05/25/2021] [Indexed: 11/08/2022]
Abstract
In this study, we examine whether youth who are exposed to more weapons violence are subsequently more likely to behave violently with weapons. We use data collected with a 3-cohort, 4-wave, 10-year longitudinal study of 426 high-risk youth from Flint, Michigan, who were second, fourth, or ninth-graders in 2006-2007. The data were obtained from individual interviews with the youth, their parents, and their teachers, from archival school and criminal justice records, and from geo-coded criminal offense data. These data show that early exposure to weapons violence significantly correlates at modest levels with weapon carrying, weapon use or threats-to-use, arrests for weapons use, and criminally violent acts 10 years later. Multiple regression analyses, controlling for children's initial aggressiveness, intellectual achievement, and parents' income, education, and aggression, reveal statistically significant independent 10-year effects: (1) more early exposure to weapon use within the family predicts more using or threatening to use a gun; (2) more cumulative early violent video game playing predicts more gun using or threatening to use weapons, and normative beliefs that gun use is acceptable; (3) more cumulative early exposure to neighborhood gun violence predicts more arrests for a weapons crime; and (4) more cumulative early exposure to movie violence predicts more weapon carrying. We argue that youth who observe violence with weapons, whether in the family, among peers, or through the media or video games, are likely to be infected from exposure with a social-cognitive-emotional disease that increases their own risk of behaving violently with weapons later in life.
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Affiliation(s)
- L. Rowell Huesmann
- Research Center for Group Dynamics, Institute for Social Research, University of Michigan, Ann Arbor, Michigan, USA
| | - Eric F. Dubow
- Research Center for Group Dynamics, Institute for Social Research, University of Michigan, Ann Arbor, Michigan, USA
- Bowling Green State University, Bowling Green, Ohio, USA
| | | | | | - Cathy S. Smith
- Research Center for Group Dynamics, Institute for Social Research, University of Michigan, Ann Arbor, Michigan, USA
| | - Meagan A. Docherty
- Research Center for Group Dynamics, Institute for Social Research, University of Michigan, Ann Arbor, Michigan, USA
- Bowling Green State University, Bowling Green, Ohio, USA
| | - Maureen J. O'Brien
- Research Center for Group Dynamics, Institute for Social Research, University of Michigan, Ann Arbor, Michigan, USA
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11
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Zheng X, Chen H, Wang Z, Xie F, Bao Z. Online violent video games and online aggressive behavior among Chinese college students: The role of anger rumination and self-control. Aggress Behav 2021; 47:514-520. [PMID: 33876834 DOI: 10.1002/ab.21967] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 12/18/2020] [Revised: 03/25/2021] [Accepted: 04/05/2021] [Indexed: 12/13/2022]
Abstract
Online aggressive behavior (OAB) has received increasing attention in recent years, and that playing online violent video games (OVVG) is an important predictor of OAB. However, little is known of the mediating and moderating mechanisms underlying this relationship. This study aims to investigate (a) the mediating role of anger rumination in the association between OVVG and OAB and (b) the moderating role of self-control in the relationship between anger rumination and OAB. A total of 595 Chinese college students (M age = 19.59 years, SD age = 1.40) completed measurements regarding OVVG, anger rumination, self-control, and OAB. The correlation analyses showed that OVVG was significantly positively associated with anger rumination and OAB. Mediation analyses revealed anger rumination partially mediated the link between OVVG and OAB. Moderated mediation further indicated that anger rumination was not associated with OAB for individuals with high levels of self-control. However, for those with low levels of self-control, anger rumination was significantly associated with OAB. These findings suggest that the improvement of self-control and the decline of anger rumination could be a practicable way to address the issue of OAB effectively.
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Affiliation(s)
- Xianliang Zheng
- Department of Psychology, School of Educational Science Gannan Normal University Ganzhou Jiangxi China
| | - Huiping Chen
- Department of Psychology, School of Educational Science Gannan Normal University Ganzhou Jiangxi China
| | - Zeyi Wang
- Department of Psychology, School of Educational Science Gannan Normal University Ganzhou Jiangxi China
| | - Fangwei Xie
- Department of Psychology, School of Educational Science Gannan Normal University Ganzhou Jiangxi China
| | - Zhenzhou Bao
- Department of Psychology, School of Educational Science Gannan Normal University Ganzhou Jiangxi China
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12
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Handsley E, Warburton W. 'Material likely to harm or disturb them': testing the alignment between film and game classification decisions and psychological research evidence. PSYCHIATRY, PSYCHOLOGY, AND LAW : AN INTERDISCIPLINARY JOURNAL OF THE AUSTRALIAN AND NEW ZEALAND ASSOCIATION OF PSYCHIATRY, PSYCHOLOGY AND LAW 2021; 29:68-92. [PMID: 35693382 PMCID: PMC9186370 DOI: 10.1080/13218719.2021.1904446] [Citation(s) in RCA: 0] [Impact Index Per Article: 0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 06/15/2023]
Abstract
This article analyses the practical operation of Australia's National Classification System (NCS) for films and games, to evaluate its alignment with the findings of psychological research. Twenty-nine decisions of the Classification Review Board are examined to determine the factors applied in assessing the impact of violent content and drawing the line between the different classification categories. The language used in referring to violent content is analysed to determine the concepts that influence the Board's view about the correct classification. These concepts are then tested against the research evidence on the depictions of violence that create the greatest risk of adverse outcomes for viewers and players. Not all of the concepts used in classification have a basis in the research evidence, and some are directly at odds with that evidence. The article concludes by recommending changes to the rules that could lead to better alignment between classification decisions and the research evidence.
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Affiliation(s)
| | - Wayne Warburton
- Department of Psychology, Macquarie University, Sydney, NSW, Australia
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13
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Miedzobrodzka E, Buczny J, Konijn EA, Krabbendam LC. Insensitive Players? A Relationship Between Violent Video Game Exposure and Recognition of Negative Emotions. Front Psychol 2021; 12:651759. [PMID: 34093339 PMCID: PMC8175673 DOI: 10.3389/fpsyg.2021.651759] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/11/2021] [Accepted: 04/19/2021] [Indexed: 12/30/2022] Open
Abstract
An ability to accurately recognize negative emotions in others can initiate pro-social behavior and prevent anti-social actions. Thus, it remains of an interest of scholars studying effects of violent video games. While exposure to such games was linked to slower emotion recognition, the evidence regarding accuracy of emotion recognition among players of violent games is weak and inconsistent. The present research investigated the relationship between violent video game exposure (VVGE) and accuracy of negative emotion recognition. We assessed the level of self-reported VVGE in hours per day and the accuracy of the recognition using the Facial Expressions Matching Test. The results, with adolescents (Study 1; N = 67) and with adults (Study 2; N = 151), showed that VVGE was negatively related to accurate recognition of negative emotion expressions, even if controlled for age, gender, and trait empathy, but no causal direction could be assessed. In line with the violent media desensitization model, our findings suggest that higher self-reported VVGE relates to lower recognition of negative emotional expressions of other people. On the one hand, such lower recognition of negative emotions may underlie inaccurate reactions in real-life social situations. On the other hand, lower sensitivity to social cues may help players to better focus on their performance in a violent game.
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Affiliation(s)
- Ewa Miedzobrodzka
- Department of Communication Science, Faculty of Social Sciences, Vrije Universiteit Amsterdam, Amsterdam, Netherlands
| | - Jacek Buczny
- Sopot Faculty of Psychology, SWPS University of Social Sciences and Humanities, Sopot, Poland.,Department of Experimental and Applied Psychology, Faculty of Behavioural and Movement Sciences, Vrije Universiteit Amsterdam, Amsterdam, Netherlands
| | - Elly A Konijn
- Department of Communication Science, Faculty of Social Sciences, Vrije Universiteit Amsterdam, Amsterdam, Netherlands
| | - Lydia C Krabbendam
- Department of Clinical Developmental Psychology, Faculty of Behavioural and Movement Sciences, Vrije Universiteit Amsterdam, Amsterdam, Netherlands
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14
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Cote AC, Coles SM, Dal Cin S. The interplay of parenting style and family rules about video games on subsequent fighting behavior. Aggress Behav 2021; 47:135-147. [PMID: 33022116 DOI: 10.1002/ab.21931] [Citation(s) in RCA: 3] [Impact Index Per Article: 1.0] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 04/26/2020] [Revised: 08/19/2020] [Accepted: 08/28/2020] [Indexed: 11/09/2022]
Abstract
Due to ongoing concerns about adolescent interpersonal aggression and debates surrounding violent media, this study assesses the potential impacts of parental mediation and parenting style on mature video game play and fighting behaviors using a longitudinal, random-digit-dial survey of adolescents (N = 2722). By simultaneously considering fighting, M-rated video game play, parental restrictions on media use, parenting style, and important covariates, we aim to provide further nuance to existing work on risk and protective factors for interpersonal aggression. Our results show that parental restriction has a significant, linear relationship with later fighting, whereby higher restrictions on a child's M-rated video game play predict decreases in reported fighting behavior. Authoritative parenting, high in both warmth and supervisory attention, also relates to decreased levels of fighting compared to other styles. Parenting style also moderated the effects of restriction, such that restriction was not equally predictive of fighting behavior across all parenting styles. However, the association between restriction and fighting was similar for highly demanding parenting styles, suggesting that authoritative parenting is not inherently superior to authoritarian. The effects of restriction were significant despite controlling for multiple covariates. Parental restriction of media use may be an effective strategy for parents concerned about violent games. Given some limitations in our dataset, we call for continued study in this area.
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Affiliation(s)
| | - Stewart M. Coles
- University of Illinois at Urbana‐Champaign Champaign Illinois USA
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15
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Vedechkina M, Borgonovi F. A Review of Evidence on the Role of Digital Technology in Shaping Attention and Cognitive Control in Children. Front Psychol 2021; 12:611155. [PMID: 33716873 PMCID: PMC7943608 DOI: 10.3389/fpsyg.2021.611155] [Citation(s) in RCA: 13] [Impact Index Per Article: 4.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/28/2020] [Accepted: 02/04/2021] [Indexed: 12/22/2022] Open
Abstract
The role of digital technology in shaping attention and cognitive development has been at the centre of public discourse for decades. The current review presents findings from three main bodies of literature on the implications of technology use for attention and cognitive control: television, video games, and digital multitasking. The aim is to identify key lessons from prior research that are relevant for the current generation of digital users. In particular, the lack of scientific consensus on whether digital technologies are good or bad for children reflects that effects depend on users' characteristics, the form digital technologies take, the circumstances in which use occurs and the interaction between the three factors. Some features of digital media may be particularly problematic, but only for certain users and only in certain contexts. Similarly, individual differences mediate how, when and why individuals use technology, as well as how much benefit or harm can be derived from its use. The finding emerging from the review on the large degree of heterogeneity in associations is especially relevant due to the rapid development and diffusion of a large number of different digital technologies and contents, and the increasing variety of user experiences. We discuss the importance of leveraging existing knowledge and integrating past research findings into a broader organizing framework in order to guide emerging technology-based research and practice. We end with a discussion of some of the challenges and unaddressed issues in the literature and propose directions for future research.
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Affiliation(s)
- Maria Vedechkina
- Faculty of Education, University of Cambridge, Cambridge, United Kingdom
| | - Francesca Borgonovi
- Social Research Institute, Institute of Education, University College London, London, United Kingdom
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16
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Johannes N, Vuorre M, Przybylski AK. Video game play is positively correlated with well-being. ROYAL SOCIETY OPEN SCIENCE 2021; 8:202049. [PMID: 33972879 PMCID: PMC8074794 DOI: 10.1098/rsos.202049] [Citation(s) in RCA: 56] [Impact Index Per Article: 18.7] [Reference Citation Analysis] [Abstract] [Key Words] [Grants] [Track Full Text] [Subscribe] [Scholar Register] [Received: 11/12/2020] [Accepted: 01/25/2021] [Indexed: 05/10/2023]
Abstract
People have never played more video games, and many stakeholders are worried that this activity might be bad for players. So far, research has not had adequate data to test whether these worries are justified and if policymakers should act to regulate video game play time. We attempt to provide much-needed evidence with adequate data. Whereas previous research had to rely on self-reported play behaviour, we collaborated with two games companies, Electronic Arts and Nintendo of America, to obtain players' actual play behaviour. We surveyed players of Plants vs. Zombies: Battle for Neighborville and Animal Crossing: New Horizons for their well-being, motivations and need satisfaction during play, and merged their responses with telemetry data (i.e. logged game play). Contrary to many fears that excessive play time will lead to addiction and poor mental health, we found a small positive relation between game play and affective well-being. Need satisfaction and motivations during play did not interact with play time but were instead independently related to well-being. Our results advance the field in two important ways. First, we show that collaborations with industry partners can be done to high academic standards in an ethical and transparent fashion. Second, we deliver much-needed evidence to policymakers on the link between play and mental health.
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Affiliation(s)
| | - Matti Vuorre
- Oxford Internet Institute, University of Oxford, Oxford, UK
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17
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Goodson S, Turner KJ, Pearson SL, Carter P. Violent Video Games and the P300: No Evidence to Support the Neural Desensitization Hypothesis. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2021; 24:48-55. [PMID: 33434094 DOI: 10.1089/cyber.2020.0029] [Citation(s) in RCA: 4] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 12/16/2022]
Abstract
It has been proposed that exposure to violent video games (VVGs) resulted in alterations of social behaviors such as increased aggression. The most damaging reported effect of playing VVGs is neural desensitization to violent stimuli and this is a major concern given the reported number of players and time spent playing major video game titles. The aim of this study was to investigate the existence of neural desensitization that was reported at the P300 component of event-related potentials (ERPs) in response to violent stimuli. Eighty-seven participants were recruited and placed into one of two conditions based on their video gaming behavior (violent games players and nonplayers). ERPs were recorded from participants who passively viewed violent and neutral images selected from the International Affective Picture System (IAPS). The participants then played a VVG, postplaying ERPs were recorded while viewing the neutral and violent IAPS images. The mean amplitudes of the P300 were analyzed with respect to condition, time, and content. There was a significant effect of image but not of VVG player and nonplayer. The results were interpreted as evidence against the neural desensitization hypothesis. The findings of this study are consistent with imaging research and the implications for the reported negative effects of playing VVGs are discussed.
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Affiliation(s)
- Simon Goodson
- Department of Psychology, University of Huddersfield, Huddersfield, England
| | - Kirstie J Turner
- Department of Psychology, University of Huddersfield, Huddersfield, England
| | - Sarah L Pearson
- Department of Psychology, University of Huddersfield, Huddersfield, England
| | - Pelham Carter
- Department of Psychology, School of Social Sciences, Birmingham City University, Birmingham, United Kingdom
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18
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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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19
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Abstract
Widespread concerns about new technologies-whether they be novels, radios, or smartphones-are repeatedly found throughout history. Although tales of past panics are often met with amusement today, current concerns routinely engender large research investments and policy debate. What we learn from studying past technological panics, however, is that these investments are often inefficient and ineffective. What causes technological panics to repeatedly reincarnate? And why does research routinely fail to address them? To answer such questions, I examined the network of political, population, and academic factors driving the Sisyphean cycle of technology panics. In this cycle, psychologists are encouraged to spend time investigating new technologies, and how they affect children and young people, to calm a worried population. Their endeavor, however, is rendered ineffective because of the lack of a theoretical baseline; researchers cannot build on what has been learned researching past technologies of concern. Thus, academic study seemingly restarts for each new technology of interest, which slows down the policy interventions necessary to ensure technologies are benefiting society. In this article, I highlight how the Sisyphean cycle of technology panics stymies psychology's positive role in steering technological change and the pervasive need for improved research and policy approaches to new technologies.
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Affiliation(s)
- Amy Orben
- MRC Cognition and Brain Sciences Unit and Emmanuel College, University of Cambridge
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20
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Hodge SE, Taylor J, McAlaney J. Is It Still Double Edged? Not for University Students' Development of Moral Reasoning and Video Game Play. Front Psychol 2020; 11:1313. [PMID: 32595573 PMCID: PMC7300296 DOI: 10.3389/fpsyg.2020.01313] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/05/2019] [Accepted: 05/18/2020] [Indexed: 11/13/2022] Open
Abstract
Previous research with video game play and moral development with adolescents, found both positive and negative relationships. This study aimed to extend this research to explore moral development and video game play with university students. One hundred and thirty-five undergraduate students (M = 20.29, SD = 2.70) took part in an online survey. The results suggested higher moral reasoning for participants who described themselves as gamers and those which do not play, compared those who play but do not identify as gamers. It was suggested that males had higher moral scores and more mature reasoning than females. The results of a regression analysis suggested that there were no significant predictors for moral development from either game play or the demographic variables. The findings suggest that moral development could be less influenced by sex, age, and video game play factors such as video game content and amount of game play, than was previously thought for this age group.
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Affiliation(s)
- Sarah E Hodge
- Department of Psychology, Bournemouth University, Poole, United Kingdom
| | - Jacqui Taylor
- Department of Psychology, Bournemouth University, Poole, United Kingdom
| | - John McAlaney
- Department of Psychology, Bournemouth University, Poole, United Kingdom
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21
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Medeiros BGD, Pimentel CE, Sarmet MM, Mariano TE. “Brutal Kill!” Violent video games as a predictor of aggression. PSICO-USF 2020. [DOI: 10.1590/1413-82712020250205] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/22/2022] Open
Abstract
Abstract In recent years, many international studies have investigated the relationship between violent games and violence, aggressiveness and delinquent behavior, but there are scarce studies in Brazil on the subject. The aim of this research was to investigate the relationship between dispositional behavior and antisocial behavior correlated with the playing of violent content video games. A total of 249 high school students participated in the study, of which 154 were women and 95 were men, aged 13-20 years (M = 15.4, DP = 1.12), who responded the following scales: Big Five Inventory, Buss and Perry Aggression Questionnaire, Antisocial and Criminal Behaviors Questionnaire and a new Scale of Video Games Violence. The regressions performed indicated that the violent games, antisocial behavior, anger and sex were predictors for physical aggression. In conclusion, the study confirms the hypothesis of the General Aggression Model on human aggression in which violent games are associated with aggressive behavior.
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22
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Turel O. Videogames and guns in adolescents: T ests of a bipartite theory. COMPUTERS IN HUMAN BEHAVIOR 2020; 109:106355. [PMID: 32372846 PMCID: PMC7194872 DOI: 10.1016/j.chb.2020.106355] [Citation(s) in RCA: 5] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 10/30/2019] [Revised: 03/02/2020] [Accepted: 03/23/2020] [Indexed: 01/15/2023]
Abstract
The possible role of video gaming in imprinting aggressive and specifically gun-related behaviors has been elusive, and findings regarding these associations have been inconsistent. I address this gap by proposing and testing a bipartite theory that can explain inconsistent results regarding the previously assumed linear association between videogames and gun-related behaviors. The theory suggests that this association follows a U-shape. It posits that at low levels of video gaming time, video gaming displaces gun-related behaviors and shelters adolescents by keeping them occupied and by reducing opportunities and motivation to acquire guns. However, at some level of gaming time (because most popular games adolescents play include violent aspects), the assumed imprinting of aggressive behaviors overpowers the positive displacement force, and this can trivialize and naturalize gun-carrying behaviors, and ultimately increase motivation to obtain and carry guns. I tested this theory with two national samples of American adolescents (n1 = 24,779 and n2 = 26,543, out of which 403 and 378, respectively, reported bringing a gun to school in the last month). Multiple analyses supported the proposed U-shaped association. These findings show that the moral panic over video games is largely unsubstantiated, especially among light to moderate gamers. I propose a U-shaped association between video-gaming and gun-related behaviors. At low levels of video gaming time, video gaming displaces gun-related behaviors. At high levels, it imprints gun-related behaviors and naturalizes them. Similar effects were not observed with regards to TV watching time. This can explain inconsistent past findings based on an assumed linear association. Moral panic over light to moderate video gaming is largely unsubstantiated.
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Affiliation(s)
- Ofir Turel
- California State University, Fullerton, College of Business and Economics, Department of Information Systems and Decision Science, 800 N. State College Blvd.,Fullerton, CA, 92831, USA.,University of Southern California, Decision Neuroscience, Department of Psychology, 3620 South McClintock Ave.,Los Angeles, CA, 90089, USA
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23
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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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24
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von der Heiden JM, Braun B, Müller KW, Egloff B. The Association Between Video Gaming and Psychological Functioning. Front Psychol 2019; 10:1731. [PMID: 31402891 PMCID: PMC6676913 DOI: 10.3389/fpsyg.2019.01731] [Citation(s) in RCA: 53] [Impact Index Per Article: 10.6] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Journal Information] [Subscribe] [Scholar Register] [Received: 09/14/2018] [Accepted: 07/11/2019] [Indexed: 11/25/2022] Open
Abstract
Video gaming is an extremely popular leisure-time activity with more than two billion users worldwide (Newzoo, 2017). However, the media as well as professionals have underscored the potential dangers of excessive video gaming. With the present research, we aimed to shed light on the relation between video gaming and gamers' psychological functioning. Questionnaires on personality and psychological health as well as video gaming habits were administered to 2,734 individuals (2,377 male, 357 female, M age = 23.06, SD age = 5.91). Results revealed a medium-sized negative correlation between problematic video gaming and psychological functioning with regard to psychological symptoms, affectivity, coping, and self-esteem. Moreover, gamers' reasons for playing and their preferred game genres were differentially related to psychological functioning with the most notable findings for distraction-motivated players as well as action game players. Future studies are needed to examine whether these psychological health risks reflect the causes or consequences of video gaming.
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Affiliation(s)
| | - Beate Braun
- Department of Psychosomatic Medicine, University Medical Center, Mainz, Germany
| | - Kai W. Müller
- Department of Psychosomatic Medicine, University Medical Center, Mainz, Germany
| | - Boris Egloff
- Department of Psychology, Johannes Gutenberg University Mainz, Mainz, Germany
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25
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Cabras C, Cubadda ML, Sechi C. Relationships Among Violent and Non-Violent Video Games, Anxiety, Self-Esteem, and Aggression in Female and Male Gamers. INTERNATIONAL JOURNAL OF GAMING AND COMPUTER-MEDIATED SIMULATIONS 2019. [DOI: 10.4018/ijgcms.2019070102] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.6] [Reference Citation Analysis] [Abstract] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/09/2022]
Abstract
This study examines the differences in anxiety, self-esteem, and aggression levels between players of violent and non-violent video game and its connection to gender and age. This survey-based research utilizes survey data from 851 video gamers. The study included 61% men and 39% women. The ages of the participants ranged from 18 to 45. Participants were administered an anonymous survey including demographics, a questionnaire for video game habits, Rosenberg's self-esteem scale, a state anxiety inventory (STAI-S), and the Buss-Perry Aggression Questionnaire (BPAQ). The results revealed significant differences between males and females, as well as between younger and older gamers. Despite the majority of research showing a positive relationship between violent video game exposure and aggression levels, the results suggest that of the preference for a violent video game over a non-violent one is not, in itself, a cause for increased anxiety, self-esteem, and aggression levels.
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26
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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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27
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Metaanalysis of the relationship between violent video game play and physical aggression over time. Proc Natl Acad Sci U S A 2018; 115:9882-9888. [PMID: 30275306 DOI: 10.1073/pnas.1611617114] [Citation(s) in RCA: 82] [Impact Index Per Article: 13.7] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/20/2023] Open
Abstract
To clarify and quantify the influence of video game violence (VGV) on aggressive behavior, we conducted a metaanalysis of all prospective studies to date that assessed the relation between exposure to VGV and subsequent overt physical aggression. The search strategy identified 24 studies with over 17,000 participants and time lags ranging from 3 months to 4 years. The samples comprised various nationalities and ethnicities with mean ages from 9 to 19 years. For each study we obtained the standardized regression coefficient for the prospective effect of VGV on subsequent aggression, controlling for baseline aggression. VGV was related to aggression using both fixed [β = 0.113, 95% CI = (0.098, 0.128)] and random effects models [β = 0.106 (0.078, 0.134)]. When all available covariates were included, the size of the effect remained significant for both models [β = 0.080 (0.065, 0.094) and β = 0.078 (0.053, 0.102), respectively]. No evidence of publication bias was found. Ethnicity was a statistically significant moderator for the fixed-effects models (P ≤ 0.011) but not for the random-effects models. Stratified analyses indicated the effect was largest among Whites, intermediate among Asians, and nonsignificant among Hispanics. Discussion focuses on the implications of such findings for current debates regarding the effects of violent video games on physical aggression.
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28
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Chow R, Viehweger J, Kanmodi KK. Many hours of watching medical TV shows is associated with greater medical knowledge. Int J Adolesc Med Health 2018; 33:/j/ijamh.ahead-of-print/ijamh-2018-0026/ijamh-2018-0026.xml. [PMID: 30205660 DOI: 10.1515/ijamh-2018-0026] [Citation(s) in RCA: 1] [Impact Index Per Article: 0.2] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/23/2018] [Accepted: 02/19/2018] [Indexed: 11/15/2022]
Abstract
Television (TV) is a popular and effective media in the formation of behaviours, beliefs and emotions. Watching TV is a main hobby in people's lives, and has become an increasingly more common hobby for children nowadays as opposed to several decades ago. However, while many studies have reported the negative effects, there have been little to no studies investigating whether a positive effect may exist. The aim of this study was to determine whether individuals who watch medical dramas are generally more knowledgeable about medicine than those who do not watch medical dramas. This was a cross-sectional survey of adolescents and young adults using an e-questionnaire. The questionnaire had four sections - a consent form, demographics of respondents, TV show(s) respondents watched and assessment of medical knowledge. Questionnaires were circulated to the international community, with a focus on respondents in Canada, the US and Nigeria. Responses were analysed using statistical analysis software. Between August and December 2017, a total of 746 consenting respondents completed the questionnaire. The average knowledge score of all respondents on medical terminologies was 6.80 out of 10. For respondents who had a history of watching medical TV shows, they were more knowledgeable than those without such a history (p = 0.0008). Additionally, those who watched more than one season of TV were more knowledgeable than those who had watched less than one season (p < 0.0001). The results suggest that people who have a history of watching TV shows are more knowledgeable than those without such a history, and also that those who watch more hours of medical TV shows are more knowledgeable than those who watch only a few hours. Future studies could investigate whether medical TV shows causes higher knowledge (as this study suggests association), and to ultimately determine whether it can be an essential component of increasing medical knowledge of the population, and in turn, patients.
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Affiliation(s)
- Ronald Chow
- Infinitas Research Group, London, Ontario, Canada
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29
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Daneels R, Malliet S, Koeman J, Ribbens W. The enjoyment of shooting games: Exploring the role of perceived realism. COMPUTERS IN HUMAN BEHAVIOR 2018. [DOI: 10.1016/j.chb.2018.04.053] [Citation(s) in RCA: 3] [Impact Index Per Article: 0.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/17/2022]
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30
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Excessive users of violent video games do not show emotional desensitization: an fMRI study. Brain Imaging Behav 2018; 11:736-743. [PMID: 27086318 DOI: 10.1007/s11682-016-9549-y] [Citation(s) in RCA: 17] [Impact Index Per Article: 2.8] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/21/2022]
Abstract
Playing violent video games have been linked to long-term emotional desensitization. We hypothesized that desensitization effects in excessive users of violent video games should lead to decreased brain activations to highly salient emotional pictures in emotional sensitivity brain regions. Twenty-eight male adult subjects showing excessive long-term use of violent video games and age and education matched control participants were examined in two experiments using standardized emotional pictures of positive, negative and neutral valence. No group differences were revealed even at reduced statistical thresholds which speaks against desensitization of emotion sensitive brain regions as a result of excessive use of violent video games.
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31
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Hemenover SH, Bowman ND. Video games, emotion, and emotion regulation: expanding the scope. ACTA ACUST UNITED AC 2018. [DOI: 10.1080/23808985.2018.1442239] [Citation(s) in RCA: 15] [Impact Index Per Article: 2.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/18/2022]
Affiliation(s)
| | - Nicholas D. Bowman
- Department of Communication Studies, West Virginia University, Morgantown, USA
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32
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Teng Z, Nie Q, Guo C, Liu Y. Violent video game exposure and moral disengagement in early adolescence: The moderating effect of moral identity. COMPUTERS IN HUMAN BEHAVIOR 2017. [DOI: 10.1016/j.chb.2017.08.031] [Citation(s) in RCA: 6] [Impact Index Per Article: 0.9] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 01/08/2023]
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33
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Sjöblom M, Törhönen M, Hamari J, Macey J. Content structure is king: An empirical study on gratifications, game genres and content type on Twitch. COMPUTERS IN HUMAN BEHAVIOR 2017. [DOI: 10.1016/j.chb.2017.03.036] [Citation(s) in RCA: 86] [Impact Index Per Article: 12.3] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/27/2022]
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34
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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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35
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Gao X, Pan W, Li C, Weng L, Yao M, Chen A. Long-Time Exposure to Violent Video Games Does Not Show Desensitization on Empathy for Pain: An fMRI Study. Front Psychol 2017; 8:650. [PMID: 28512439 PMCID: PMC5412091 DOI: 10.3389/fpsyg.2017.00650] [Citation(s) in RCA: 16] [Impact Index Per Article: 2.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/21/2016] [Accepted: 04/11/2017] [Indexed: 12/30/2022] Open
Abstract
As a typical form of empathy, empathy for pain refers to the perception and appraisal of others’ pain, as well as the corresponding affective responses. Numerous studies investigated the factors affecting the empathy for pain, in which the exposure to violent video games (VVGs) could change players’ empathic responses to painful situations. However, it remains unclear whether exposure to VVG influences the empathy for pain. In the present study, in terms of the exposure experience to VVG, two groups of participants (18 in VVG group, VG; 17 in non-VVG group, NG) were screened from nearly 200 video game experience questionnaires. And then, the functional magnetic resonance imaging data were recorded when they were viewing painful and non-painful stimuli. The results showed that the perception of others’ pain were not significantly different in brain regions between groups, from which we could infer that the desensitization effect of VVGs was overrated.
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Affiliation(s)
- Xuemei Gao
- Faculty of Psychology, Southwest UniversityChongqing, China.,Key Laboratory of Cognition and Personality, Ministry of Education, Southwest UniversityChongqing, China
| | - Wei Pan
- Faculty of Psychology, Southwest UniversityChongqing, China.,Key Laboratory of Cognition and Personality, Ministry of Education, Southwest UniversityChongqing, China
| | - Chao Li
- Faculty of Psychology, Southwest UniversityChongqing, China.,Key Laboratory of Cognition and Personality, Ministry of Education, Southwest UniversityChongqing, China
| | - Lei Weng
- Faculty of Psychology, Southwest UniversityChongqing, China.,Key Laboratory of Cognition and Personality, Ministry of Education, Southwest UniversityChongqing, China
| | - Mengyun Yao
- Faculty of Psychology, Southwest UniversityChongqing, China.,Key Laboratory of Cognition and Personality, Ministry of Education, Southwest UniversityChongqing, China
| | - Antao Chen
- Faculty of Psychology, Southwest UniversityChongqing, China.,Key Laboratory of Cognition and Personality, Ministry of Education, Southwest UniversityChongqing, China
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36
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Fikkers KM, Piotrowski JT, Valkenburg PM. A matter of style? Exploring the effects of parental mediation styles on early adolescents’ media violence exposure and aggression. COMPUTERS IN HUMAN BEHAVIOR 2017. [DOI: 10.1016/j.chb.2017.01.029] [Citation(s) in RCA: 20] [Impact Index Per Article: 2.9] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/20/2022]
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37
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Lamb R, Annetta L, Hoston D, Shapiro M, Matthews B. Examining human behavior in video games: The development of a computational model to measure aggression. Soc Neurosci 2017; 13:301-317. [PMID: 28398138 DOI: 10.1080/17470919.2017.1318777] [Citation(s) in RCA: 2] [Impact Index Per Article: 0.3] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Indexed: 10/19/2022]
Abstract
Video games with violent content have raised considerable concern in popular media and within academia. Recently, there has been considerable attention regarding the claim of the relationship between aggression and video game play. The authors of this study propose the use of a new class of tools developed via computational models to allow examination of the question of whether there is a relationship between violent video games and aggression. The purpose of this study is to computationally model and compare the General Aggression Model with the Diathesis Mode of Aggression related to the play of violent content in video games. A secondary purpose is to provide a method of measuring and examining individual aggression arising from video game play. Total participants examined for this study are N = 1065. This study occurs in three phases. Phase 1 is the development and quantification of the profile combination of traits via latent class profile analysis. Phase 2 is the training of the artificial neural network. Phase 3 is the comparison of each model as a computational model with and without the presence of video game violence. Results suggest that a combination of environmental factors and genetic predispositions trigger aggression related to video games.
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Affiliation(s)
- Richard Lamb
- a Department of Learning and Instruction, Graduate School of Education , University at Buffalo , Amherst , NY , USA
| | - Leonard Annetta
- b Department of Mathematics, Science, and Instructional Technology , East Carolina University , Greenville , NC , USA
| | - Douglas Hoston
- a Department of Learning and Instruction, Graduate School of Education , University at Buffalo , Amherst , NY , USA
| | - Marina Shapiro
- c College Education and Human Development , George Mason University , Fairfax , VA , USA
| | - Benjamin Matthews
- c College Education and Human Development , George Mason University , Fairfax , VA , USA
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38
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Szycik GR, Mohammadi B, Münte TF, Te Wildt BT. Lack of Evidence That Neural Empathic Responses Are Blunted in Excessive Users of Violent Video Games: An fMRI Study. Front Psychol 2017; 8:174. [PMID: 28337156 PMCID: PMC5341328 DOI: 10.3389/fpsyg.2017.00174] [Citation(s) in RCA: 15] [Impact Index Per Article: 2.1] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 11/24/2016] [Accepted: 01/25/2017] [Indexed: 02/05/2023] Open
Abstract
The use of violent video games has been often linked to increase of aggressive behavior. According to the General Aggression Model, one of the central mechanisms for this aggressiveness inducing impact is an emotional desensitization process resulting from long lasting repeated violent game playing. This desensitization should evidence itself in a lack of empathy. Recent research has focused primarily on acute, short term impact of violent media use but only little is known about long term effects. In this study 15 excessive users of violent games and control subjects matched for age and education viewed pictures depicting emotional and neutral situations with and without social interaction while fMRI activations were obtained. While the typical pattern of activations for empathy and theory of mind networks was seen, both groups showed no differences in brain responses. We interpret our results as evidence against the desensitization hypothesis and suggest that the impact of violent media on emotional processing may be rather acute and short-lived.
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Affiliation(s)
- Gregor R Szycik
- Department of Psychiatry, Social Psychiatry and Psychotherapy, Hannover Medical School Hanover, Germany
| | - Bahram Mohammadi
- Department of Neurology, University of LübeckLübeck, Germany; Clinical Neuroscience Lab, International Neuroscience InstituteHanover, Germany
| | - Thomas F Münte
- Department of Neurology, University of LübeckLübeck, Germany; Institute of Psychology II, University of LübeckLübeck, Germany
| | - Bert T Te Wildt
- Department of Psychosomatic Medicine and Psychotherapy, LWL University Hospitals of the Ruhr-University Bochum, Germany
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39
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Liu Y, Lan H, Teng Z, Guo C, Yao D. Facilitation or disengagement? Attention bias in facial affect processing after short-term violent video game exposure. PLoS One 2017; 12:e0172940. [PMID: 28249033 PMCID: PMC5332106 DOI: 10.1371/journal.pone.0172940] [Citation(s) in RCA: 9] [Impact Index Per Article: 1.3] [Reference Citation Analysis] [Abstract] [MESH Headings] [Grants] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 01/11/2016] [Accepted: 02/13/2017] [Indexed: 11/18/2022] Open
Abstract
Previous research has been inconsistent on whether violent video games exert positive and/or negative effects on cognition. In particular, attentional bias in facial affect processing after violent video game exposure continues to be controversial. The aim of the present study was to investigate attentional bias in facial recognition after short term exposure to violent video games and to characterize the neural correlates of this effect. In order to accomplish this, participants were exposed to either neutral or violent video games for 25 min and then event-related potentials (ERPs) were recorded during two emotional search tasks. The first search task assessed attentional facilitation, in which participants were required to identify an emotional face from a crowd of neutral faces. In contrast, the second task measured disengagement, in which participants were required to identify a neutral face from a crowd of emotional faces. Our results found a significant presence of the ERP component, N2pc, during the facilitation task; however, no differences were observed between the two video game groups. This finding does not support a link between attentional facilitation and violent video game exposure. Comparatively, during the disengagement task, N2pc responses were not observed when participants viewed happy faces following violent video game exposure; however, a weak N2pc response was observed after neutral video game exposure. These results provided only inconsistent support for the disengagement hypothesis, suggesting that participants found it difficult to separate a neutral face from a crowd of emotional faces.
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Affiliation(s)
- Yanling Liu
- The Lab of Mental Health and Social Adaptation, Faculty of Psychology, Research Center of Mental Health Education, Southwest University, Chongqing, China
- Key Laboratory for Neuro Information of Ministry of Education, School of Life Science and Technology, Center for Information in Medicine, University of Electronic Science and Technology of China, Chengdu, China
| | - Haiying Lan
- The Lab of Mental Health and Social Adaptation, Faculty of Psychology, Research Center of Mental Health Education, Southwest University, Chongqing, China
| | - Zhaojun Teng
- The Lab of Mental Health and Social Adaptation, Faculty of Psychology, Research Center of Mental Health Education, Southwest University, Chongqing, China
| | - Cheng Guo
- The Lab of Mental Health and Social Adaptation, Faculty of Psychology, Research Center of Mental Health Education, Southwest University, Chongqing, China
- * E-mail: (CG); (DY)
| | - Dezhong Yao
- Key Laboratory for Neuro Information of Ministry of Education, School of Life Science and Technology, Center for Information in Medicine, University of Electronic Science and Technology of China, Chengdu, China
- * E-mail: (CG); (DY)
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Colder Carras M, Van Rooij AJ, Spruijt-Metz D, Kvedar J, Griffiths MD, Carabas Y, Labrique A. Commercial Video Games As Therapy: A New Research Agenda to Unlock the Potential of a Global Pastime. Front Psychiatry 2017; 8:300. [PMID: 29403398 PMCID: PMC5786876 DOI: 10.3389/fpsyt.2017.00300] [Citation(s) in RCA: 36] [Impact Index Per Article: 5.1] [Reference Citation Analysis] [Abstract] [Key Words] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Submit a Manuscript] [Subscribe] [Scholar Register] [Received: 07/28/2017] [Accepted: 12/15/2017] [Indexed: 11/13/2022] Open
Abstract
Emerging research suggests that commercial, off-the-shelf video games have potential applications in preventive and therapeutic medicine. Despite these promising findings, systematic efforts to characterize and better understand this potential have not been undertaken. Serious academic study of the therapeutic potential of commercial video games faces several challenges, including a lack of standard terminology, rapidly changing technology, societal attitudes toward video games, and understanding and accounting for complex interactions between individual, social, and cultural health determinants. As a vehicle to launch a new interdisciplinary research agenda, the present paper provides background information on the use of commercial video games for the prevention, treatment, and rehabilitation of mental and other health conditions, and discusses ongoing grassroots efforts by online communities to use video games for healing and recovery.
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Affiliation(s)
- Michelle Colder Carras
- Johns Hopkins Bloomberg School of Public Health, Baltimore, MD, United States.,Johns Hopkins University Global mHealth Initiative, Baltimore, MD, United States
| | - Antonius J Van Rooij
- Trimbos Institute, Netherlands Institute of Mental Health and Addiction, Utrecht, Netherlands
| | - Donna Spruijt-Metz
- Dornsife Center for Economic and Social Research, University of Southern California, Los Angeles, CA, United States
| | | | | | - Yorghos Carabas
- Johns Hopkins Bloomberg School of Public Health, Baltimore, MD, United States.,Johns Hopkins University Global mHealth Initiative, Baltimore, MD, United States
| | - Alain Labrique
- Johns Hopkins Bloomberg School of Public Health, Baltimore, MD, United States.,Johns Hopkins University Global mHealth Initiative, Baltimore, MD, United States
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McCarthy RJ, Coley SL, Wagner MF, Zengel B, Basham A. Does playing video games with violent content temporarily increase aggressive inclinations? A pre-registered experimental study. JOURNAL OF EXPERIMENTAL SOCIAL PSYCHOLOGY 2016. [DOI: 10.1016/j.jesp.2015.10.009] [Citation(s) in RCA: 46] [Impact Index Per Article: 5.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/28/2022]
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42
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An instrument to build a gamer clustering framework according to gaming preferences and habits. COMPUTERS IN HUMAN BEHAVIOR 2016. [DOI: 10.1016/j.chb.2016.03.085] [Citation(s) in RCA: 12] [Impact Index Per Article: 1.5] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/21/2022]
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43
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Abstract
Theories regarding the influences of electronic games drive scientific study, popular debate, and public policy. The fractious interchanges among parents, pundits, and scholars hint at the rich phenomenological and psychological dynamics that underlie how people view digital technologies such as games. The current research applied Martin Heidegger’s concept of interpretive frameworks (Heidegger, 1987) and Robert Zajonc’s exposure-attitude hypothesis (Zajonc, 1968) to explore how attitudes towards technologies such as electronic games arise. Three studies drew on representative cohorts of American and British adults and evaluated how direct and indirect experiences with games shape how they are seen. Results indicated this approach was fruitful: negative attitudes and beliefs linking games to real-world violence were prominent among those with little direct exposure to electronic gaming contexts, whereas those who played games and reported doing so with their children tended to evaluate gaming more positively. Further findings indicated direct experience tended to inform the accuracy of beliefs about the effects of digital technology, as those who had played were more likely to believe that which is empirically known about game effects. Results are discussed with respect to ongoing debates regarding gaming and broader applications of this approach to understand the psychological dynamics of adapting to technological advances.
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Affiliation(s)
| | - Netta Weinstein
- School of Psychology, Cardiff University , Cardiff , United Kingdom
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44
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Kneer J, Elson M, Knapp F. Fight fire with rainbows: The effects of displayed violence, difficulty, and performance in digital games on affect, aggression, and physiological arousal. COMPUTERS IN HUMAN BEHAVIOR 2016. [DOI: 10.1016/j.chb.2015.07.034] [Citation(s) in RCA: 19] [Impact Index Per Article: 2.4] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 10/23/2022]
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45
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46
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Mitchell SM, Jahn DR, Guidry ET, Cukrowicz KC. The Relationship Between Video Game Play and the Acquired Capability for Suicide: An Examination of Differences by Category of Video Game and Gender. CYBERPSYCHOLOGY BEHAVIOR AND SOCIAL NETWORKING 2015; 18:757-62. [DOI: 10.1089/cyber.2015.0171] [Citation(s) in RCA: 13] [Impact Index Per Article: 1.4] [Reference Citation Analysis] [Track Full Text] [Subscribe] [Scholar Register] [Indexed: 11/12/2022]
Affiliation(s)
- Sean M. Mitchell
- Department of Psychological Sciences, Texas Tech University, Lubbock, Texas
| | - Danielle R. Jahn
- Department of Psychological Sciences, Texas Tech University, Lubbock, Texas
| | - Evan T. Guidry
- Department of Psychological Sciences, Texas Tech University, Lubbock, Texas
| | - Kelly C. Cukrowicz
- Department of Psychological Sciences, Texas Tech University, Lubbock, Texas
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47
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Rothmund T, Bender J, Nauroth P, Gollwitzer M. Public concerns about violent video games are moral concerns-How moral threat can make pacifists susceptible to scientific and political claims against violent video games. EUROPEAN JOURNAL OF SOCIAL PSYCHOLOGY 2015. [DOI: 10.1002/ejsp.2125] [Citation(s) in RCA: 7] [Impact Index Per Article: 0.8] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/08/2022]
Affiliation(s)
- Tobias Rothmund
- University of Koblenz-Landau; Landau Germany
- Technische Universität; Darmstadt Germany
| | - Jens Bender
- University of Koblenz-Landau; Landau Germany
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48
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Jarvin L. Edutainment, Games, and the Future of Education in a Digital World. New Dir Child Adolesc Dev 2015; 2015:33-40. [DOI: 10.1002/cad.20082] [Citation(s) in RCA: 22] [Impact Index Per Article: 2.4] [Reference Citation Analysis] [Track Full Text] [Journal Information] [Subscribe] [Scholar Register] [Indexed: 11/12/2022]
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49
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50
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Nauroth P, Gollwitzer M, Bender J, Rothmund T. Social identity threat motivates science-discrediting online comments. PLoS One 2015; 10:e0117476. [PMID: 25646725 PMCID: PMC4315604 DOI: 10.1371/journal.pone.0117476] [Citation(s) in RCA: 22] [Impact Index Per Article: 2.4] [Reference Citation Analysis] [Abstract] [MESH Headings] [Track Full Text] [Download PDF] [Figures] [Journal Information] [Subscribe] [Scholar Register] [Received: 08/18/2014] [Accepted: 12/24/2014] [Indexed: 11/22/2022] Open
Abstract
Experiencing social identity threat from scientific findings can lead people to cognitively devalue the respective findings. Three studies examined whether potentially threatening scientific findings motivate group members to take action against the respective findings by publicly discrediting them on the Web. Results show that strongly (vs. weakly) identified group members (i.e., people who identified as "gamers") were particularly likely to discredit social identity threatening findings publicly (i.e., studies that found an effect of playing violent video games on aggression). A content analytical evaluation of online comments revealed that social identification specifically predicted critiques of the methodology employed in potentially threatening, but not in non-threatening research (Study 2). Furthermore, when participants were collectively (vs. self-) affirmed, identification did no longer predict discrediting posting behavior (Study 3). These findings contribute to the understanding of the formation of online collective action and add to the burgeoning literature on the question why certain scientific findings sometimes face a broad public opposition.
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Affiliation(s)
| | | | - Jens Bender
- University of Koblenz-Landau, Landau, Germany
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