File Name: a longitudinal test of video game violence influences on dating and aggression .zip
The following is a list of articles that are relevant to psychological issues in the media.
- Does playing violent video games cause aggression? A longitudinal intervention study
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Does playing violent video games cause aggression? A longitudinal intervention study
Not a MyNAP member yet? Register for a free account to start saving and receiving special member only perks. Abrams, D. Estimating the deterrent effect of incarceration using sentencing enhancements. American Economic Journal: Applied Economics 4 4 Adachi, P. The effect of video game competition and violence on aggressive behavior: Which characteristic has the greatest influence?
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Skip to search form Skip to main content You are currently offline. Some features of the site may not work correctly. DOI: Jerabeck Published Psychology, Medicine Journal of psychiatric research. Scholars too have been calling for higher quality research on this issue.
At two timepoints, 1 year apart, children 7. Gaming at time one was associated with increases in emotion problems. Violent gaming was not associated with psychosocial changes. Cooperative gaming was not associated with changes in prosocial behavior. Finally, competitive gaming was associated with decreases in prosocial behavior, but only among children who played video games with high frequency.
Questions persist whether children with pre-existing mental health problems may be influenced adversely by exposure to violent games, even if other children are not. Results from our study found no evidence for increased bullying or delinquent behaviors among youth with clinically elevated mental health symptoms who also played violent video games. Implications and suggestions for further research are provided. This is a preview of subscription content, access via your institution. Rent this article via DeepDyve. We note the issue that some research reports insinuate links between violent games and aggression, where their data fail to support such insinuations.
Articles Related to Media Psychology
Character-based video games do more than allow one to practice various kinds of behaviors in a virtual environment, they allow one to practice being a different kind of person. As such, we propose that games can alter self-perceptions of personal characteristics, attitudes, and values with broad consequences for behavior. In a multiwave, longitudinal study of adolescents, we examined the extent to which play of mature-rated, risk-glorifying MRRG games was associated with increases in alcohol use, cigarette smoking, aggression, delinquency, and risky sex as a consequence of its effects on personality, attitudes, and affiliations indicative of increased tolerance of deviance. Participants were selected using random digit dial procedures and followed for four years.
To assess the moderated mediation effect of normative beliefs about aggression and family environment on exposure to violent video games and adolescent aggression, the subjects self-reported their exposure to violent video games, family environment, normative beliefs about aggression, and aggressive behavior. The results showed that there was a significant positive correlation between exposure to violent video games and adolescent aggression; normative beliefs about aggression had a mediation effect on exposure to violent video games and adolescent aggression, while family environment moderated the first part of the mediation process. For individuals with a good family environment, exposure to violent video games had only a direct effect on aggression; however, for those with poor family environment, it had both direct and indirect effects mediated by normative beliefs about aggression.
Что-нибудь, что можно было бы вычесть одно из другого. - Три минуты! - послышался крик. - А сверхкритическая масса? - предложила Соши. - Тут сказано, что сверхкритическая масса плутония составляет тридцать пять и две десятых фунта.
Беккер кивнул. Он, конечно, видел старинную мавританскую башню, но взбираться на нее не .
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Машина завертелась в облаке выхлопных газов совсем рядом с мотоциклом Беккера. Теперь обе машины, потеряв управление, неслись к стене ангара. Беккер отчаянно давил на тормоз, но покрышки потеряли всякое сцепление с полом. Спереди на него быстро надвигалась стена. Такси все еще продолжало крутиться, и в ожидании столкновения он сжался в комок. Раздался оглушающий треск гофрированного металла. Но Беккер не ощутил боли.
В два часа ночи по воскресеньям. Она сейчас наверняка уже над Атлантикой. Беккер взглянул на часы. Час сорок пять ночи. Он в недоумении посмотрел на двухцветного. - Ты сказал - в два ночи.
- И он начал отсчитывать купюры. Глядя, как он шелестит деньгами, Меган вскрикнула и изменилась в лице, по-видимому ложно истолковав его намерения. Она испуганно посмотрела на вращающуюся дверь… как бы прикидывая расстояние. До выхода было метров тридцать. - Я оплачу тебе билет до дома, если… - Молчите, - сказала Меган с кривой улыбкой. - Я думаю, я поняла, что вам от меня .