Aggressive Video Games are Not a Risk Factor for Future Aggression in Youth: A Longitudinal Study.

The issue of whether video games with aggressive or violent content (henceforth aggressive video games) contribute to aggressive behavior in youth remains an issue of significant debate. One issue that has been raised is that some studies may inadvertently inflate effect sizes by use of questionable...

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Publicado en:Journal of Youth & Adolescence Vol. 48; no. 8; pp. 1439 - 1452
Autores principales: Ferguson, Christopher J., Wang, John C. K.
Formato: Artículo
Publicado: Springer Nature Aug2019
Materias:
Acceso en línea:Ver este registro en EBSCOhost
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      dt: Aug2019
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        10.1007/s10964-019-01069-0
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        atl: Aggressive Video Games are Not a Risk Factor for Future Aggression in Youth: A Longitudinal Study.
      aug:
        au:
          Ferguson, Christopher J.
          Wang, John C. K.
        affil:
          Department of Psychology, Stetson University, 421N. Woodland Blvd., 32729, DeLand, FL, USA
          Nanyang Technological University, Singapore, Singapore
      su:
        Singapore
        Prosocial behavior
        Social skills
        Violence in video games
        Aggression (Psychology) in adolescence
        Longitudinal method
      sug:
        subj:
          Prosocial behavior
          Social skills
          Singapore
          Violence in video games
          Aggression (Psychology) in adolescence
          Longitudinal method
      keyword:
        Aggression
        Preregistration
        Video games
        Violence
        Aggression
        Preregistration
        Video games
        Violence
      ab: The issue of whether video games with aggressive or violent content (henceforth aggressive video games) contribute to aggressive behavior in youth remains an issue of significant debate. One issue that has been raised is that some studies may inadvertently inflate effect sizes by use of questionable researcher practices and unstandardized assessments of predictors and outcomes, or lack of proper theory-driven controls. In the current article, a large sample of 3034 youth (72.8% male Mage = 11.2) in Singapore were assessed for links between aggressive game play and seven aggression or prosocial outcomes 2 years later. Theoretically relevant controls for prior aggression, poor impulse control, gender and family involvement were used. Effect sizes were compared to six nonsense outcomes specifically chosen to be theoretically unrelated to aggressive game play. The use of nonsense outcomes allows for a comparison of effect sizes between theoretically relevant and irrelevant outcomes, to help assess whether any statistically significant outcomes may be spurious in large datasets. Preregistration was employed to reduce questionable researcher practices. Results indicate that aggressive video games were unrelated to any of the outcomes using the study criteria for significance. It would take 27 h/day of M-rated game play to produce clinically noticeable changes in aggression. Effect sizes for aggression/prosocial outcomes were little different than for nonsense outcomes. Evidence from this study does not support the conclusion that aggressive video games are a predictor of later aggression or reduced prosocial behavior in youth.
      pubtype: Academic Journal
      doctype: Article
      src: R
    language: English
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