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1.
Psychol Bull ; 136(2): 151-73, 2010 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-20192553

RESUMO

Meta-analytic procedures were used to test the effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, empathy/desensitization, and prosocial behavior. Unique features of this meta-analytic review include (a) more restrictive methodological quality inclusion criteria than in past meta-analyses; (b) cross-cultural comparisons; (c) longitudinal studies for all outcomes except physiological arousal; (d) conservative statistical controls; (e) multiple moderator analyses; and (f) sensitivity analyses. Social-cognitive models and cultural differences between Japan and Western countries were used to generate theory-based predictions. Meta-analyses yielded significant effects for all 6 outcome variables. The pattern of results for different outcomes and research designs (experimental, cross-sectional, longitudinal) fit theoretical predictions well. The evidence strongly suggests that exposure to violent video games is a causal risk factor for increased aggressive behavior, aggressive cognition, and aggressive affect and for decreased empathy and prosocial behavior. Moderator analyses revealed significant research design effects, weak evidence of cultural differences in susceptibility and type of measurement effects, and no evidence of sex differences in susceptibility. Results of various sensitivity analyses revealed these effects to be robust, with little evidence of selection (publication) bias.


Assuntos
Agressão/psicologia , Empatia , Comportamento Social , Jogos de Vídeo/psicologia , Violência/psicologia , Adolescente , Comportamento do Adolescente/psicologia , Adulto , Afeto , Criança , Comportamento Infantil/psicologia , Cognição , Comparação Transcultural , Feminino , Humanos , Japão , Estudos Longitudinais , Masculino , Estados Unidos , Adulto Jovem
2.
Pers Soc Psychol Bull ; 35(6): 752-63, 2009 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-19321812

RESUMO

Although dozens of studies have documented a relationship between violent video games and aggressive behaviors, very little attention has been paid to potential effects of prosocial games. Theoretically, games in which game characters help and support each other in nonviolent ways should increase both short-term and long-term prosocial behaviors. We report three studies conducted in three countries with three age groups to test this hypothesis. In the correlational study, Singaporean middle-school students who played more prosocial games behaved more prosocially. In the two longitudinal samples of Japanese children and adolescents, prosocial game play predicted later increases in prosocial behavior. In the experimental study, U.S. undergraduates randomly assigned to play prosocial games behaved more prosocially toward another student. These similar results across different methodologies, ages, and cultures provide robust evidence of a prosocial game content effect, and they provide support for the General Learning Model.


Assuntos
Controle Interno-Externo , Comportamento Social , Jogos de Vídeo/psicologia , Percepção Visual , Adolescente , Comportamento do Adolescente/psicologia , Agressão/psicologia , Criança , Comportamento Infantil/psicologia , Empatia , Feminino , Comportamento de Ajuda , Humanos , Estudos Longitudinais , Masculino , Modelos Psicológicos , Projetos de Pesquisa , Fatores de Risco , Fatores Sexuais , Estudantes/psicologia , Jogos de Vídeo/efeitos adversos , Violência/psicologia
3.
Pediatrics ; 122(5): e1067-72, 2008 Nov.
Artigo em Inglês | MEDLINE | ID: mdl-18977956

RESUMO

CONTEXT: Youth worldwide play violent video games many hours per week. Previous research suggests that such exposure can increase physical aggression. OBJECTIVE: We tested whether high exposure to violent video games increases physical aggression over time in both high- (United States) and low- (Japan) violence cultures. We hypothesized that the amount of exposure to violent video games early in a school year would predict changes in physical aggressiveness assessed later in the school year, even after statistically controlling for gender and previous physical aggressiveness. DESIGN: In 3 independent samples, participants' video game habits and physically aggressive behavior tendencies were assessed at 2 points in time, separated by 3 to 6 months. PARTICIPANTS: One sample consisted of 181 Japanese junior high students ranging in age from 12 to 15 years. A second Japanese sample consisted of 1050 students ranging in age from 13 to 18 years. The third sample consisted of 364 United States 3rd-, 4th-, and 5th-graders ranging in age from 9 to 12 years. RESULTS. Habitual violent video game play early in the school year predicted later aggression, even after controlling for gender and previous aggressiveness in each sample. Those who played a lot of violent video games became relatively more physically aggressive. Multisample structure equation modeling revealed that this longitudinal effect was of a similar magnitude in the United States and Japan for similar-aged youth and was smaller (but still significant) in the sample that included older youth. CONCLUSIONS: These longitudinal results confirm earlier experimental and cross-sectional studies that had suggested that playing violent video games is a significant risk factor for later physically aggressive behavior and that this violent video game effect on youth generalizes across very different cultures. As a whole, the research strongly suggests reducing the exposure of youth to this risk factor.


Assuntos
Jogos de Vídeo/efeitos adversos , Violência , Adolescente , Agressão , Criança , Cultura , Feminino , Humanos , Japão , Masculino , Estados Unidos , Jogos de Vídeo/psicologia
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