Swipe om te navigeren naar een ander artikel
Although several prospective studies of video game effects refer to themselves as “longitudinal”, none use multiple assessment periods over years that typically mark longitudinal designs. Rather they are short-term prospective studies by and large.
The potential influence of violent video games on youth violence remains an issue of concern for psychologists, policymakers and the general public. Although several prospective studies of video game violence effects have been conducted, none have employed well validated measures of youth violence, nor considered video game violence effects in context with other influences on youth violence such as family environment, peer delinquency, and depressive symptoms. The current study builds upon previous research in a sample of 302 (52.3% female) mostly Hispanic youth. Results indicated that current levels of depressive symptoms were a strong predictor of serious aggression and violence across most outcome measures. Depressive symptoms also interacted with antisocial traits so that antisocial individuals with depressive symptoms were most inclined toward youth violence. Neither video game violence exposure, nor television violence exposure, were prospective predictors of serious acts of youth aggression or violence. These results are put into the context of criminological data on serious acts of violence among youth.
Log in om toegang te krijgen
Met onderstaand(e) abonnement(en) heeft u direct toegang:
Achenbach, T. M., & Rescorla, L. A. (2001). Manual for ASEBA school-age forms & profiles. Burlington, VT: University of Vermont.
Beaver, K. M., Shutt, J. E., Boutwell, B. B., Ratchford, M., Roberts, K., & Barnes, J. C. (2009). Genetic and environmental influences on levels of self-control and delinquent peer affiliation: Results from a longitudinal sample of adolescent twins. Criminal Justice and Behavior, 36, 41–60. CrossRef
Beaver, K. M., Wright, J. P., DeLisi, M., Walsh, A., Vaughn, M. G., Boisvert, D., et al. (2007). A gene × gene interaction between DRD2 and DRD4 is associated with conduct disorder and antisocial behavior in males. Behavioral and Brain Functions, 3, Retrieved December 30, 2009, from http://www.behavioralandbrainfunctions.com/content/3/1/30.
Blummer, H. (1933). Movies and conduct. New York: MacMillan.
Bronfenbrenner, U. (1979). The ecology of human development: Experiments by nature and design. Cambridge, MA: Harvard University Press.
Childstats.gov. (2009). America’s children: Key national indicators of well- being, 2009. Retrieved December 30, 2009, from http://www.childstats.gov/.
Cumberbatch, G. (2008). Mass media: Continuing controversies. In D. Albertazzi, & P. Cobley (Eds.), London: Pearson Education.
Durkin, K., & Barber, B. (2002). Not so doomed: Computer game play and positive adolescent development. Applied Developmental Psychology, 23, 373–392. CrossRef
Federal Trade Commission. (2009). Marketing violent entertainment to children. Retrieved March 14, 2010, from http://www.ftc.gov/os/2009/12/P994511violententertainment.pdf.
Ferguson, C. J. (2009). An effect size primer: A guide for clinicians and researchers. Professional Psychology: Research and Practice, 40(5), 532–538. CrossRef
Ferguson, C. J., Rueda, S., Cruz, A., Ferguson, D., Fritz, S., & Smith, S. (2008). Violent video games and aggression: Causal relationship or byproduct of family violence and intrinsic violence motivation? Criminal Justice and Behavior, 35, 311–332. CrossRef
Freedman, J. (2002). Media violence and its effect on aggression: Assessing the scientific evidence. Toronto: University of Toronto Press.
Gauntlett, D. (1995). Moving experiences: Understanding television’s influences and effects. Luton: John Libbey.
Giumetti, G. W., & Markey, P. M. (2007). Violent video games and anger as predictors of aggression. Journal of Research in Personality, 41, 1234–1243. CrossRef
Griffiths, M., & Hunt, N. (1995). Computer game playing in adolescence: Prevalence and demographic indicators. Journal of Community and Applied Social Psychology, 5, 189–193. CrossRef
Griswold, C. (2004). Plato on rhetoric and poetry. The Stanford Encyclopedia of Philosophy. Retrieved January 5, 2010, from http://plato.stanford.edu/archives/spr2004/entries/plato-rhetoric/.
Hawley, P., & Vaughn, B. (2003). Aggression and adaptive function: The bright side to bad behavior. Merrill-Palmer Quarterly, 49, 239–242. CrossRef
Hudziak, J., Copeland, W., Stanger, C., & Wadsworth, M. (2004). Screening for DSM-IV externalizing disorders with the child behavior checklist: A receiver-operating characteristic analysis. Journal of Child Psychology and Psychiatry, 45(7), 1299–1307. doi: 10.1111/j.1469-7610.2004.00314.x. PubMedCrossRef
Keith, T. (2006). Multiple regression and beyond. Boston: Pearson.
Kirsh, S. (1998). Seeing the world through Mortal Kombat-colored glasses: Violent video games and the development of a short-term hostile attribution bias. Childhood: A Global Journal of Child Research, 5(2), 177–184.
Kutner, L., & Olson, C. (2008). Grand theft childhood: The surprising truth about violent video games and what parents can do. New York: Simon & Schuster.
Lenhart, A., Kahne, J., Middaugh, E., MacGill, A., Evans, C., & Mitak, J. (2008). Teens, video games and civics: Teens gaming experiences are diverse and include significant social interaction and civic engagement. Retrieved January 2, 2010 from http://www.pewinternet.org/PPF/r/263/report_display.asp.
Markey, P. M., & Scherer, K. (2009). An examination of psychoticism and motion capture controls as moderators of the effects of violent video games. Computers in Human Behavior, 25, 407–411. CrossRef
McCown, W., Keiser, R., Mulhearn, S., & Williamson, D. (1997). The role of personality and gender in preferences for exaggerated bass in music. Personality and Individual Differences, 23, 543–547. CrossRef
McCrae, R., Costa, P., Terracciano, A., Parker, W., Mills, C., De Fruyt, F., et al. (2002). Personality trait development from age 12 to age 18: Longitudinal, cross-sectional and cross-cultural analyses. Journal of Personality and Social Psychology, 83(6), 1456–1468. doi: 10.1037/0022-35184.108.40.2066. PubMedCrossRef
Moller, I., & Krahe, B. (2009). Exposure to violent video games and aggression in German adolescents: A longitudinal analysis. Aggressive Behavior, 35, 79–89. CrossRef
Moos, R., & Moos, B. (2002). Family environment scale manual. Palo Alto: Mindgarden.
Muschert, G. (2007). The Columbine victims and the myth of the juvenile superpredator. Youth Violence and Juvenile Justice, 5(4), 351–366. CrossRef
Olson, C., Kutner, L., Baer, L., Beresin, E., Warner, D., & Nicholi, A. (2009). M-rated video games and aggressive of problem behavior among young adolescents. Applied Developmental Science, 13(4), 1–11. CrossRef
Olweus, D. (1996). The revised Olweus Bully/Victim Questionnaire. Bergen, Norway: University of Bergen.
Paik, H., & Comstock, G. (1994). The effects of television violence on anti-social behavior: A meta-analysis. Communication Research, 21, 516–546. CrossRef
Parent Teacher Association. (2008). ESRB and PTA launch new national campaign to educate parents about game ratings, parental controls and online video game safety. Retrieved March 14, 2010, from http://www.pta.org/2787.htm.
Paternoster, R., & Mazerolle, P. (1994). General strain theory and delinquency: A replication and extension. Journal of Research in Crime and Delinquency, 31(3), 235–263. CrossRef
Pinker, S. (2002). The blank slate: The modern denial of human nature. New York, NY: Penguin.
Pratt, T., & Cullen, C. (2005). Assessing macro-level predictors and theories of crime: A meta-analysis. In Michael. Tomry (Ed.), Crime and justice: A review of research (Vol. 32, pp. 373–450). Chicago: University of Chicago Press.
Savage, J., & Yancey, C. (2008). The effects of media violence exposure on criminal aggression: A meta-analysis. Criminal Justice and Behavior, 35, 1123–1136. CrossRef
Sherry, J. (2007). Violent video games and aggression: Why can’t we find links? In R. Preiss, B. Gayle, N. Burrell, M. Allen, & J. Bryant (Eds.), Mass Media effects research: Advances through meta-analysis (pp. 231–248). Mahwah, NJ: L. Erlbaum.
Straus, M., Hamby, S., & Warren, W. (2003). The conflict tactics scales handbook. Los Angeles, CA: WPS.
United States Secret Service and United States Department of Education. (2002). The final report and findings of the Safe School Initiative: Implications for the prevention of school attacks in the United States. Retrieved December 12, 2009, from http://www.secretservice.gov/ntac/ssi_final_report.pdf.
Unsworth, G., Devilly, G., & Ward, T. (2007). The effect of playing violent videogames on adolescents: Should parents be quaking in their boots? Psychology, Crime and Law, 13, 383–394. CrossRef
Williams, D., & Skoric, M. (2005). Internet fantasy violence: A test of aggression in an online game. Communication Monographs, 72, 217–233. CrossRef
- Video Games and Youth Violence: A Prospective Analysis in Adolescents
Christopher J. Ferguson
- Springer US