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...
| Publicado en: | Journal of Youth & Adolescence Vol. 48; no. 8; pp. 1439 - 1452 |
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| Autores principales: | , |
| Formato: | Artículo |
| Publicado: |
Springer Nature
Aug2019
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| Materias: | |
| Acceso en línea: | Ver este registro en EBSCOhost |
| fields | @attributes: recordID: 1 pdfLink: plink: https://search.ebscohost.com/login.aspx?direct=true&db=ssf&AN=137507040&site=ehost-live header: @attributes: shortDbName: ssf uiTerm: 137507040 longDbName: Social Sciences Full Text (H.W. Wilson) uiTag: AN controlInfo: bkinfo: jinfo: jid: 00472891 JYA jtl: Journal of Youth & Adolescence issn: 00472891 maglogo: N pubinfo: dt: Aug2019 vid: 48 iid: 8 pid: 237 pub: Springer Nature artinfo: ui: 137507040 10.1007/s10964-019-01069-0 ppf: 1439 ppct: 13 formats: fmt: – @attributes: type: T – @attributes: type: P size: 601KB tig: 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 refInfo: copyright: @attributes: flag: N holdings: @attributes: islocal: N |
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