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1.
Aggress Behav ; 44(3): 257-267, 2018 05.
Artículo en Inglés | MEDLINE | ID: mdl-29363767

RESUMEN

Research on gaming effects has focused on adolescence, a developmental period in which peer relationships become increasingly salient. However, the impact of peers on the effects of violent gaming on adolescents has been understudied. This study examined whether adolescents' exposure to violent video games predicted their own and their friend's aggression one year later. Among 705 gaming adolescents, 141 dyads were identified based on reciprocated best friend nominations (73.8% male, Mage = 13.98). Actor-Partner Interdependence Models indicated that adolescent males' (but not females') exposure to violent games positively predicted the aggression of their best friend 1 year later. This effect appeared regardless of whether the friends played video games together or not. The study illustrates the importance of peers in the association between violent gaming and aggression.


Asunto(s)
Conducta del Adolescente/psicología , Agresión/psicología , Amigos/psicología , Relaciones Interpersonales , Juegos de Video/psicología , Adolescente , Femenino , Humanos , Estudios Longitudinales , Masculino
2.
Cyberpsychol Behav Soc Netw ; 24(1): 24-31, 2021 Jan.
Artículo en Inglés | MEDLINE | ID: mdl-33434092

RESUMEN

Adolescents play video games as a social leisure activity, yet it is unclear whether peer influences play a role in spreading violent video game exposure (VVE) and aggression. It has been suggested that adolescents' aggression increases because of their friend's exposure to violent video games. This study tests this suggestion by using longitudinal social network analyses to investigate selection and socialization of aggression owing to VVE. A total of 796 adolescents from 34 different classrooms were followed from grade 7 to grade 8 (Mage = 12.60 years, 51 percent male adolescents). Exposure to violent video games, physical aggression, and within-classroom friendships were assessed at both time points. Data were analyzed by means of stochastic actor-based modeling in RSiena to estimate the effects of VVE and aggressive behavior on changes in friendships (selection), and the effects of friendships on changes in participants' VVE and aggressive behavior (socialization). Results showed homotypic selection effects, that is, adolescents became friends with peers who were similar in aggression and similar in violent video game exposure. Furthermore, there was a homotypic socialization effect, as friends became more similar in aggression over time. Friends did not become more similar in VVE over time. Violent games played by friends did not increase adolescents' own aggressive behavior. This suggests that concerns about peer influences on violent video games are unwarranted. Future studies on socialization processes of VVE should focus on influences from closest friends and investigate behavior during actual play.


Asunto(s)
Conducta del Adolescente/psicología , Agresión/psicología , Exposición a la Violencia/psicología , Socialización , Juegos de Video/psicología , Adolescente , Femenino , Amigos/psicología , Humanos , Estudios Longitudinales , Masculino , Grupo Paritario , Conducta Social , Red Social
3.
PLoS One ; 13(8): e0202188, 2018.
Artículo en Inglés | MEDLINE | ID: mdl-30169499

RESUMEN

As digital devices, such as smartphones, are becoming ever more absorbed in the daily lives of adolescents, a major assumption is that they start taking over basic functions of the human mind. A main focus of current debate and research is therefore on investigating adolescents' use of digital technologies. However, the lack of an instrument measuring the degree to which adolescents offload cognitive and social functions to technology hinders debate and research. This paper tests the reliability and validity of the Extended Mind Questionnaire (XMQ) which measures the degree to which digital technology is used to offload cognitive and social functions. In a first study on young adults (n = 63), we constructed a 12-tem scale, which proved to be highly reliable. A large-scale study on teenagers (n = 947) demonstrated the high structural validity, reliability, and construct and criterion validity of the XMQ. In sum, these studies provide evidence that the XMQ is psychometrically sound and valid, and can be useful in future research on the consequences of digital technology in the daily lives of adolescents.


Asunto(s)
Cognición , Teléfono Inteligente , Conducta Social , Encuestas y Cuestionarios , Adolescente , Computadores , Femenino , Humanos , Masculino , Reproducibilidad de los Resultados , Adulto Joven
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