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1.
J Youth Adolesc ; 43(1): 1-14, 2014 Jan.
Artículo en Inglés | MEDLINE | ID: mdl-23344652

RESUMEN

The degree to which media contributes to body dissatisfaction, life satisfaction and eating disorder symptoms in teenage girls continues to be debated. The current study examines television, social media and peer competition influences on body dissatisfaction, eating disorder symptoms and life satisfaction in a sample of 237 mostly Hispanic girls. 101 of these girls were reassessed in a later 6-month follow-up. Neither television exposure to thin ideal media nor social media predicted negative outcomes either concurrently nor prospectively with the exception of a small concurrent correlation between social media use and life satisfaction. Social media use was found to contribute to later peer competition in prospective analysis, however, suggesting potential indirect but not direct effects on body related outcomes. Peer competition proved to be a moderate strong predictor of negative outcomes both concurrently and prospectively. It is concluded that the negative influences of social comparison are focused on peers rather than television or social media exposure.


Asunto(s)
Imagen Corporal/psicología , Conducta Competitiva , Trastornos de Alimentación y de la Ingestión de Alimentos/etiología , Grupo Paritario , Satisfacción Personal , Medios de Comunicación Sociales , Televisión , Adolescente , Niño , Estudios Transversales , Trastornos de Alimentación y de la Ingestión de Alimentos/etnología , Trastornos de Alimentación y de la Ingestión de Alimentos/psicología , Femenino , Estudios de Seguimiento , Hispánicos o Latinos/psicología , Humanos , Modelos Psicológicos , Estudios Prospectivos , Análisis de Regresión , Texas
2.
J Youth Adolesc ; 42(1): 109-22, 2013 Jan.
Artículo en Inglés | MEDLINE | ID: mdl-22875464

RESUMEN

The United States Supreme Court's recent decision relating to violent video games revealed divisions within the scientific community about the potential for negative effects of such games as well as the need for more, higher quality research. Scholars also have debated the potential for violent games to have positive effects such as on visuospatial cognition or math ability. The current study sought to extend previous literature by using well-validated clinical outcome measures for relevant constructs, which have generally been lacking in past research. Cross-section data on aggression, visuospatial cognition, and math achievement were available for a sample of 333 (51.7 % female) mostly Hispanic youth (mean age = 12.76). Prospective 1-year data on aggression and school GPA were available for 143 (46.2 % female) of those youth. Results from both sets of analysis revealed that exposure to violent game had neither short-term nor long-term predictive influences on either positive or negative outcomes. A developmental analysis of the cross-sectional data revealed that results did not differ across age categories of older children, preadolescents or adolescents. Analysis of effect sizes largely ruled out Type II error as a possible explanation for null results. Suggestions for new directions in the field of video game research are proffered.


Asunto(s)
Conducta del Adolescente/psicología , Agresión/psicología , Cognición , Matemática , Juegos de Video/psicología , Violencia/psicología , Adolescente , Estudios Transversales , Escolaridad , Femenino , Humanos , Masculino , Estudios Prospectivos , Factores de Riesgo , Estudiantes/estadística & datos numéricos , Estados Unidos , Juegos de Video/efectos adversos , Violencia/estadística & datos numéricos , Percepción Visual
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