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1.
Crim Behav Ment Health ; 34(3): 296-310, 2024 Jun.
Artículo en Inglés | MEDLINE | ID: mdl-38486507

RESUMEN

BACKGROUND: Both police shootings and violent crime remain high in the United States of America compared to other developed nations but debates continue about whether race, mental health or other social factors are related to them. AIMS: Our aim was to test relationships between community factors indicative of socio-economic status, racial demographics, police shootings, and violent crime. METHODS: Data on police shootings, violent crime and community sociodemographic factors were drawn from two publicly accessible datasets: health and police records of 100 US municipalities and relationships between them explored using regression analyses. RESULTS: Data were from the 100 largest US municipalities as designated by the mapping police violence database. The median per capital violent crime rate was 5.94 and median killings by police per 10 thousand arrests was 13.7. Violent crime was found to be related mainly to income inequality and lower academic achievement in the community. Race was unrelated to violent crime after controlling for other factors. Police shootings were found to be related to community level mental health concerns, food insecurity and the municipality's violent crime rate. CONCLUSION: The evidence suggests that socio-economic factors are the primary drivers of both violent crime perpetration and police shootings. Policy approaches aimed at improving education and reducing poverty are likely to mitigate both violent crime and police shootings. However, it is important to recognise that being Black is an indicator of particular disadvantage within this context. This underscores the need for comprehensive strategies that address the systemic issues of racial disparities and socio-economic inequality, while also acknowledging the complex interplay of race, poverty and policing in the context of violent crime and police shootings.


Asunto(s)
Policia , Factores Socioeconómicos , Violencia , Humanos , Estados Unidos/epidemiología , Policia/estadística & datos numéricos , Violencia/estadística & datos numéricos , Ciudades/estadística & datos numéricos , Homicidio/estadística & datos numéricos , Crimen/estadística & datos numéricos , Grupos Raciales/estadística & datos numéricos , Masculino
2.
J Youth Adolesc ; 51(1): 62-73, 2022 Jan.
Artículo en Inglés | MEDLINE | ID: mdl-34626292

RESUMEN

Whether playing video games with prosocial content has an influence on empathy among players remains contentious in the research literature. Some evidence suggests playing cooperatively with other gamers enhances empathy, but data have not conclusively linked prosocial content with empathy. Further, mechanisms of this potential relationship are unclear, and little work has been conducted on how cognitive skills, such as fluid reasoning, may mediate this relationship. The current study examines these relationships with a large sample of 3034 youth (27.2% female, Mage = 11.2; range 8-17 at time 1) in Singapore. Data were considered longitudinally across two years in three waves. Ultimately, no evidence emerged that prosocial content in video games had any impact on empathy related outcomes, nor was fluid reasoning a mediator variable for any relationship. However, variables such as social competence and depression and anxiety symptoms were highly related to empathy measures. This evidence adds to the growing debate in the field that video games may not dramatically alter, whether positively or negatively, the development of emotional and behavioral outcomes for youth.


Asunto(s)
Empatía , Juegos de Video , Adolescente , Cognición , Recolección de Datos , Femenino , Humanos , Masculino
3.
Crim Behav Ment Health ; 32(4): 284-294, 2022 Aug.
Artículo en Inglés | MEDLINE | ID: mdl-35938636

RESUMEN

BACKGROUND: Following several high-profile police shootings of Black Americans, renewed debate has focused on race as a predictor of police violence. Past research has been inconsistent on this score. Some scholars argue that socioeconomic issues are better predictors of police-related violence than are race and ethnicity. AIMS: To test relationships between complaints of excessive use of police violence and racial/ethnic population demographics, allowing for social and mental health variables. METHODS: We examined records from all 195 municipal police departments in California to identify complaints of excessive force by police and tested for associations between such complaints and health, socio-economic and demographic data from county records, using multivariate analyses. RESULTS: There was no difference in reporting between communities according to Black or White American residency proportions; communities with more Latino Americans were less likely to complain formally of excessive use of police force. The strongest associate of complaints to police departments that their employees had used excessive force was experiencing mental distress in the community. CONCLUSIONS: Our findings are limited by reliance on complaints to police authorities rather than actual incidence of police use of excessive force and by having to map municipal data on to county data, but the finding that factors other than or in addition to any inherent police problems may contribute to excessive use of force by the police offers new lines for remedying the problem. In particular, our findings suggest that more training for police in recognising and managing mental distress and more provision of mental health experts to work alongside police would be worth evaluating as a next step.


Asunto(s)
Etnicidad , Policia , Negro o Afroamericano , Hispánicos o Latinos , Humanos , Estados Unidos , Violencia
4.
Dev Sci ; 24(1): e13008, 2021 01.
Artículo en Inglés | MEDLINE | ID: mdl-32573926

RESUMEN

Recent scholarship has been divided on whether an observed increase in suicides in the United States among teenagers and preteens (12-18) can be attributed to an increased use in social screen media beginning in 2009. If these concerns are accurate effect sizes for the relationship between screen use and suicide should increase over the 16 years since 2001. The current study used the Florida Youth Risk Behavior Survey data (n = 45,992) from 2001 to 2017, to track effect sizes for screen/depression correlations, controlling for age and gender. A second dataset from the UK Understanding Society dataset (ns for each wave ranged between 3,536 and 4,850) was used to study associations between time spent on social media and emotional problems. Metaregression was be used to examine whether effect sizes increase across time. Results generally did not support the hypothesis that effect sizes between screen and social media use are increasing over time. Aside from the trends over time, for any given year, most effect sizes were below the r = .10 threshold used for interpretation with the exception of computer use which was just at that threshold. It is concluded that screens and social media use are unlikely to bear major responsibility for youth suicide trends. A video abstract of this article can be viewed at https://www.youtube.com/watch?v=76S7cxiaU88.


Asunto(s)
Conducta del Adolescente , Suicidio , Adolescente , Computadores , Depresión , Humanos , Asunción de Riesgos , Estados Unidos
5.
Int J Psychol ; 56(5): 812-823, 2021 Oct.
Artículo en Inglés | MEDLINE | ID: mdl-33786817

RESUMEN

Understanding why different nations have different homicide and suicide rates has been of interest to scholars, policy makers and the general public for years. Multiple theories have been offered, related to the economy, presence of guns and even exposure to violence in video games. In the current study, several factors were considered in combination across a sample of 92 countries. These included income inequality (Gini index), Human Capital Index (education and employment), per capita gun ownership and per capita expenditure on video games. Results suggest that economic factors primarily were related to homicide and suicide cross-nationally. Video game consumption was not a major indicative factor (other than a small negative relationship with homicides). More surprisingly, per capita gun ownership was not an indicator factor cross-nationally. The results suggest that a focus on economic factors and income inequality are most likely to bear fruit regarding reduction of violence and suicide.


Asunto(s)
Factores Económicos , Armas de Fuego/estadística & datos numéricos , Homicidio/estadística & datos numéricos , Suicidio/estadística & datos numéricos , Juegos de Video/estadística & datos numéricos , Femenino , Homicidio/psicología , Humanos , Masculino , Pobreza/psicología , Pobreza/estadística & datos numéricos , Suicidio/psicología , Juegos de Video/psicología , Violencia/psicología , Violencia/estadística & datos numéricos
6.
Crim Behav Ment Health ; 30(1): 16-27, 2020 Feb.
Artículo en Inglés | MEDLINE | ID: mdl-31975480

RESUMEN

BACKGROUND: There is continued debate about whether sexualisation in games can influence sexist attitudes and reduced empathy towards women in real life. There is research evidence both supporting and refuting the possibility. AIMS: Our aim was to examine the relationship between sexualised content in video games and players' sexist attitudes and empathy. Our research question was, do any such relationships exist once other factors including gender and trait aggression are controlled? METHODS: An online sample of 125 participants were recruited and asked to rate their video game playing experience, complete a trait aggression scale and record responses to a vignette about rape. Scores were first correlated, and then hierarchical multiple regression was employed followed by PROCESS examination of interactions between sexualised game content and trait aggression. RESULTS: Exposure to sexualised content in video games was neither correlated with higher sexist attitude ratings nor with lower empathy scores. Sexualised content in games was associated with slightly lower sexist belief scores for those with higher scores on trait aggression (the 12.8% of our current sample at one standard deviation above the mean). No effects were observed for those low in trait aggression. CONCLUSIONS AND IMPLICATIONS: While it is natural to be concerned about the impact of potentially arousing video games, actual effects may be counterintuitive, so if seeking to regulate, it is important to act from actual information. Further research with groups of particular concern will be important.


Asunto(s)
Víctimas de Crimen/psicología , Empatía , Violación , Sexismo/psicología , Juegos de Video/psicología , Violencia/psicología , Adulto , Agresión , Actitud , Femenino , Humanos , Masculino , Percepción , Sexismo/estadística & datos numéricos , Encuestas y Cuestionarios , Juegos de Video/estadística & datos numéricos , Adulto Joven
7.
Psychiatr Q ; 91(3): 835-840, 2020 09.
Artículo en Inglés | MEDLINE | ID: mdl-32291560

RESUMEN

The issue of whether spanking does or does not contribute to later aggression remains controversial despite public policy statements by the American Academy of Pediatrics and other groups opposing spanking. Studies have remained inconsistent regarding whether spanking does or does not contribute to later aggression. One study, Temple et al., 2018, released results from an adult retrospective study suggesting that spanking and related corporal punishment could predict adult dating violence, but that actual physical child abuse exposure did not. This current study attempted to replicate this unusual finding using similar methodologies. Current results did not replicate the findings of Temple et al., 2018. Exposure to child physical abuse predicted adult dating violence, but exposure to spanking and related corporal punishment did not. These results suggest it may be premature to link spanking to aggression in adulthood.


Asunto(s)
Adultos Sobrevivientes del Maltrato a los Niños/estadística & datos numéricos , Crianza del Niño , Violencia de Pareja/estadística & datos numéricos , Castigo , Adulto , Niño , Femenino , Humanos , Masculino
8.
J Youth Adolesc ; 48(8): 1439-1451, 2019 Aug.
Artículo en Inglés | MEDLINE | ID: mdl-31273603

RESUMEN

The issue of whether video games with aggressive or violent content (henceforth aggressive video games) contribute to aggressive behavior in youth remains an issue of significant debate. One issue that has been raised is that some studies may inadvertently inflate effect sizes by use of questionable researcher practices and unstandardized assessments of predictors and outcomes, or lack of proper theory-driven controls. In the current article, a large sample of 3034 youth (72.8% male Mage = 11.2) in Singapore were assessed for links between aggressive game play and seven aggression or prosocial outcomes 2 years later. Theoretically relevant controls for prior aggression, poor impulse control, gender and family involvement were used. Effect sizes were compared to six nonsense outcomes specifically chosen to be theoretically unrelated to aggressive game play. The use of nonsense outcomes allows for a comparison of effect sizes between theoretically relevant and irrelevant outcomes, to help assess whether any statistically significant outcomes may be spurious in large datasets. Preregistration was employed to reduce questionable researcher practices. Results indicate that aggressive video games were unrelated to any of the outcomes using the study criteria for significance. It would take 27 h/day of M-rated game play to produce clinically noticeable changes in aggression. Effect sizes for aggression/prosocial outcomes were little different than for nonsense outcomes. Evidence from this study does not support the conclusion that aggressive video games are a predictor of later aggression or reduced prosocial behavior in youth.


Asunto(s)
Agresión , Juegos de Video , Adolescente , Niño , Femenino , Humanos , Estudios Longitudinales , Masculino , Factores de Riesgo
9.
J Youth Adolesc ; 48(12): 2333-2342, 2019 Dec.
Artículo en Inglés | MEDLINE | ID: mdl-31327099

RESUMEN

With the increase in social concern regarding pathological gaming among adolescents, the WHO (World Health Organization) included "gaming disorder" in the International Classification of Disorders, 11th version (ICD-11). However, little longitudinal research has been conducted examining social influences on pathological gaming, particularly in Asian countries (e.g., South Korea, China). With 4-year panel data from young adolescents (N = 968, 50.7% girls; Mage = 13.3 years) in South Korea, this study examined the effects of cultural environmental factors (parents' excessive interference, communication with parents, and friends' and teachers' support) on pathological gaming through academic stress and self-control. The results showed the critical role of academic stress and self-control in the effects of environmental factors on pathological gaming. Parents' excessive interference increased the degree to which youth experienced academic stress while the degree of communication with parents decreased this stress. Increased academic stress damaged self-control, which finally increased the degree of pathological gaming. Self-control affected the degree of pathological gaming stronger than gaming time did. The theoretical and practical implications from the study findings are discussed.


Asunto(s)
Conducta del Adolescente/psicología , Conducta Adictiva/psicología , Autocontrol , Juegos de Video/psicología , Adolescente , Trastornos Disruptivos, del Control de Impulso y de la Conducta/psicología , Femenino , Humanos , Internet , Estudios Longitudinales , Masculino , República de Corea
10.
Psychiatr Q ; 90(4): 843-847, 2019 12.
Artículo en Inglés | MEDLINE | ID: mdl-31463734

RESUMEN

Whether aggressive video games (AVGs) promote aggression in youth remains a matter of debate despite decades of research. Longitudinal studies to date have provided mixed results, with effect sizes, overall, being quite low. However, few longitudinal studies have preregistered their analyses. The current article presents a preregistered analysis of AVG influences on later youth aggression. With several other variables controlled (age, sex, family income, moral disengagement, Time 1 aggression) AVG exposure did not predict Time 2 aggression. Evidence from this sample did not support the common belief that AVG exposure is a risk factor for future aggression in youth.


Asunto(s)
Agresión , Juegos de Video/estadística & datos numéricos , Violencia/estadística & datos numéricos , Adolescente , Adulto , China/epidemiología , Exposición a la Violencia/estadística & datos numéricos , Femenino , Humanos , Estudios Longitudinales , Masculino , Factores de Riesgo , Adulto Joven
11.
Psychiatr Q ; 90(2): 395-403, 2019 06.
Artículo en Inglés | MEDLINE | ID: mdl-30656544

RESUMEN

Recent scholarship has suggested that the frequency of violence in PG-13 rated movies has increased in recent years. Although some scholars have expressed concern that such an increase may have public health implications, this has remained untested. In the current article, trends in PG-13 movie violence are tested against trends in violence in society, including both homicides and youth violence. Raw correlations suggest that PG-13 rated movie violence is inversely related to actual violence in society. However, controlling for autocorrelations suggests that the best interpretation is that PG-13 rated movie violence is unrelated to violence in society. Caution is advised for scholars to avoid implying that PG-13 rated movie violence may have a causal effect on crime in society.


Asunto(s)
Homicidio/estadística & datos numéricos , Películas Cinematográficas/estadística & datos numéricos , Violencia/estadística & datos numéricos , Humanos , Estados Unidos
12.
Child Dev ; 89(6): 2038-2050, 2018 11.
Artículo en Inglés | MEDLINE | ID: mdl-29797703

RESUMEN

To evaluate and improve the validity of causal inferences from meta-analyses of longitudinal studies, two adjustments for Time-1 outcome scores and a temporally backwards test are demonstrated. Causal inferences would be supported by robust results across both adjustment methods, distinct from results run backwards. A systematic strategy for evaluating potential confounds is also introduced. The methods are illustrated by assessing the impact of spanking on subsequent externalizing problems (child age: 18 months to 11 years). Significant results indicated a small risk or a small benefit of spanking, depending on the adjustment method. These meta-analytic methods are applicable for research on alternatives to spanking and other developmental science topics. The underlying principles can also improve causal inferences in individual studies.


Asunto(s)
Trastornos de la Conducta Infantil/psicología , Castigo , Adolescente , Causalidad , Niño , Preescolar , Femenino , Humanos , Lactante , Estudios Longitudinales , Masculino , Problema de Conducta/psicología
13.
Crim Behav Ment Health ; 28(4): 313-323, 2018 Aug.
Artículo en Inglés | MEDLINE | ID: mdl-29336086

RESUMEN

BACKGROUND: Researchers, such as Bandura, have proposed that children's mere exposure to the use of play weapons encourages deviant displays of aggression, but there is very little research to support this hypothesis of 20 years. AIM: To examine the relationship between amount of weapon play and concurrent aggression as well as later violent juvenile crime, while controlling for other variables possibly influencing criminal pathways. METHOD: Using longitudinal survey data collected from mothers and children (n = 2019) from age 5, with follow-up at age 15, correlations between children's play with toy weapons and juvenile criminality were examined. Multivariate regression analyses were employed to determine to what extent early childhood aggression, symptoms of attention deficit hyperactivity disorder, and symptoms of depression were antecedents of juvenile crime. RESULTS: For bivariate analysis between toy weapon play and juvenile criminality, the effect size was small and not significant. The relationship remained not significant once control variables were introduced into the model. CONCLUSIONS AND IMPLICATIONS: The act of pretending to be aggressive in childhood thus plays little role in predicting later criminality after other factors, such as gender, attention deficit hyperactivity disorder or depression, have been taken into account. Involvement in imaginative play with toy gun use in early childhood is unlikely to be useful as a risk marker for later criminal behaviour. Play fighting and war toy games may even be considered necessary components within the frame of normal development. Copyright © 2018 John Wiley & Sons, Ltd.


Asunto(s)
Agresión/ética , Crimen/ética , Armas/ética , Niño , Femenino , Humanos , Estudios Longitudinales , Masculino , Factores de Riesgo
14.
Psychiatr Q ; 89(2): 307-314, 2018 06.
Artículo en Inglés | MEDLINE | ID: mdl-29090428

RESUMEN

In recent years many parents, advocates and policy makers have expressed concerns regarding the potential negative impact of social media use. Some studies have indicated that social media use may be tied to negative mental health outcomes, including suicidality, loneliness and decreased empathy. Other studies have not found evidence for harm, or have indicated that social media use may be beneficial for some individuals. The current correlational study examined 467 young adults for their time spent using social media, importance of social media in their lives and tendency to engage in vaguebooking (posting unclear but alarming sounding posts to get attention). Outcomes considered included general mental health symptoms, suicidal ideation, loneliness, social anxiety and decreased empathy. Results indicated that social media use was not predictive of impaired mental health functioning. However, vaguebooking was predictive of suicidal ideation, suggesting this particular behavior could be a warning sign for serious issues. Overall, results from this study suggest that, with the exception of vaguebooking, concerns regarding social media use may be misplaced.


Asunto(s)
Trastornos Mentales/epidemiología , Trastornos Mentales/psicología , Salud Mental , Medios de Comunicación Sociales/tendencias , Adolescente , Empatía , Femenino , Humanos , Soledad/psicología , Masculino , Relaciones Padres-Hijo , Análisis de Regresión , Apoyo Social , Encuestas y Cuestionarios , Adulto Joven
15.
Prev Med ; 99: 69-76, 2017 Jun.
Artículo en Inglés | MEDLINE | ID: mdl-28212816

RESUMEN

For nearly half a century, psychologists, pediatricians and psychiatrists have studied the potential impact of media violence on aggression and societal violence, particularly among youth. Despite hundreds of studies, scholars have failed to find consensus on potential effects. Nonetheless, professional organizations such as the American Academy of Pediatrics and American Psychological Association have released policy statements conclusively linking violent media to societal concerns. In reaction, some scholars have accused these professional groups of distorting evidence and failing to inform the public of the inconsistent nature of studies in this field. The current paper reviews recent research on media violence. It concludes that caution is recommended in public statements regarding media effects and that professional groups risk serious reputation damage with policy statements calling for behavioral change without clear reflection of the current evidence-base of the research. Recommendations are provided for practitioners and for science policy.


Asunto(s)
Medios de Comunicación de Masas , Cultura Popular , Ciencias Sociales , Juegos de Video/psicología , Violencia/prevención & control , Agresión , Humanos , Factores de Riesgo
16.
J Youth Adolesc ; 46(12): 2446-2459, 2017 12.
Artículo en Inglés | MEDLINE | ID: mdl-28639206

RESUMEN

Gabbiadini, A., Riva, P., Andrighetto, L., Volpato, C., & Bushman, B, (PloS ONE, 2016) provided evidence for a connection between "sexist" video games and decreased empathy toward girls using an experimental paradigm. These claims are based on a moderated mediation model. They reported a three-way interaction between game condition, gender, and avatar identification when predicting masculine ideology in their original study. Masculine ideology was associated, in turn, with decreased empathy. However, there were no main experimental effects for video game condition on empathy. The current analysis considers the strength of the evidence for claims made in the original study on a sample of 153 adolescents (M age = 16.812, SD = 1.241; 44.2% male). We confirmed that there was little evidence for an overall effect of game condition on empathy toward girls or women. We tested the robustness of the original reported moderated mediation models against other, theoretically derived alternatives, and found that effects differed based on how variables were measured (using alternatives in their public data file) and the statistical model used. The experimental groups differed significantly and substantially in terms of age suggesting that there might have been issues with the procedures used to randomly assign participants to conditions. These results highlight the need for preregistration of experimental protocols in video game research and raise some concerns about how moderated mediation models are used to support causal inferences. These results call into question whether use of "sexist" video games is a causal factor in the development of reduced empathy toward girls and women among adolescents.


Asunto(s)
Agresión/psicología , Sexismo/psicología , Percepción Social , Juegos de Video/psicología , Violencia/psicología , Víctimas de Crimen/psicología , Femenino , Humanos , Masculino , Masculinidad , Adulto Joven
17.
J Youth Adolesc ; 46(2): 388-400, 2017 02.
Artículo en Inglés | MEDLINE | ID: mdl-27619379

RESUMEN

Despite decades of study, no scholarly consensus has emerged regarding whether violent video games contribute to youth violence. Some skeptics contend that small correlations between violent game play and violence-related outcomes may be due to other factors, which include a wide range of possible effects from gender, mental health, and social influences. The current study examines this issue with a large and diverse (49 % white, 21 % black, 18 % Hispanic, and 12 % other or mixed race/ethnicity; 51 % female) sample of youth in eighth (n = 5133) and eleventh grade (n = 3886). Models examining video game play and violence-related outcomes without any controls tended to return small, but statistically significant relationships between violent games and violence-related outcomes. However, once other predictors were included in the models and once propensity scores were used to control for an underlying propensity for choosing or being allowed to play violent video games, these relationships vanished, became inverse, or were reduced to trivial effect sizes. These results offer further support to the conclusion that video game violence is not a meaningful predictor of youth violence and, instead, support the conclusion that family and social variables are more influential factors.


Asunto(s)
Conducta del Adolescente/psicología , Agresión/psicología , Juegos de Video/psicología , Adolescente , Femenino , Humanos , Relaciones Interpersonales , Masculino , Factores de Riesgo , Violencia/psicología
18.
Psychiatr Q ; 88(4): 797-805, 2017 12.
Artículo en Inglés | MEDLINE | ID: mdl-28168645

RESUMEN

The impact of children's use of "screen" media including television and computer games, continues to be debated. The American Academy of Pediatrics (AAP) until recently recommended a relatively restrictive screen time diet of 2 h or less for most youth. A representative correlational sample of youth were assessed for links between screen time and risky behavioral outcomes. Data collection occurred in 2013 conducted by the State of Florida. Use of screens that was moderately high, in excess of the AAP's former recommendations, but not excessive (1 SD or higher than average), was not associated with delinquency, risky behaviors, sexual behaviors, substance abuse, reduced grades or mental health problems. Even excessive screen use (1 SD or higher) was only weakly associated with negative outcomes related to delinquency, grades and depression only, and at levels unlikely to be practically significant. Results conceptually replicate those of Przybylski (2014) with a US sample for depression and delinquency as outcomes. Moderate use of screens, though in excess of the AAP's historical recommendations, are unassociated with problem outcomes. Excessive use of screens is only weakly associated with negative outcomes, and only those related to depression and delinquency as well as reduced grades, but not risky driving, substance use, risky sex or disordered eating. Although an "everything in moderation" message when discussing screen time with parents may be most productive, results do not support a strong focus on screen time as a preventative measure for youth problem behaviors.


Asunto(s)
Rendimiento Académico/estadística & datos numéricos , Conducta del Adolescente/fisiología , Depresión/epidemiología , Delincuencia Juvenil/estadística & datos numéricos , Problema de Conducta , Asunción de Riesgos , Conducta Sexual/estadística & datos numéricos , Trastornos Relacionados con Sustancias/epidemiología , Televisión/estadística & datos numéricos , Juegos de Video/estadística & datos numéricos , Adolescente , Depresión/etiología , Femenino , Humanos , Masculino , Trastornos Relacionados con Sustancias/etiología , Juegos de Video/efectos adversos
19.
Psychiatr Q ; 88(2): 349-358, 2017 06.
Artículo en Inglés | MEDLINE | ID: mdl-27356986

RESUMEN

Parents and policy makers are often concerned that sexy media (media depicting or discussing sexual encounters) may promote sexual behavior in young viewers. There has been some debate among scholars regarding whether such media promote sexual behaviors. It remains unclear to what extent sexy media is a risk factor for increased sexual behavior among youth. The current study employed a meta-analysis of 22 correlational and longitudinal studies of sexy media effects on teen sexual behavior (n = 22,172). Moderator analyses examined methodological and science culture issues such as citation bias. Results indicated the presence only of very weak effects. General media use did not correlate with sexual behaviors (r = 0.005), and sexy media use correlated only weakly with sexual behaviors (r = 0.082) once other factors had been controlled. Higher effects were seen for studies with citation bias, and lower effects when family environment is controlled. The impact of media on teen sexuality was minimal with effect sizes near to zero.


Asunto(s)
Conducta del Adolescente/psicología , Medios de Comunicación de Masas/estadística & datos numéricos , Conducta Sexual/estadística & datos numéricos , Adolescente , Humanos , Sesgo de Publicación/estadística & datos numéricos
20.
Psychiatr Q ; 87(1): 49-56, 2016 Mar.
Artículo en Inglés | MEDLINE | ID: mdl-25896582

RESUMEN

The impact of violent video games (VVGs) on youth remains unclear given inconsistent results in past literature. Most previous experimental studies have been done with college students, not youth. The current study examined the impact of VVGs in an experimental study of teens (12-18). Participants were randomized to play either a violent or non-violent video game. Teens also reported their levels of stress and hostility both before and after video game play. Hostility levels neither decreased nor increased following violent game play, and Bayesian analyzes confirmed that results are supportive of the null hypothesis. By contrast, VVG exposure increased stress, but only for girls. The impact of VVGs on teen hostility is minimal. However, players unfamiliar with such games may find them unpleasant. These results are put into the context of Uses and Gratifications Theory with suggestions for how medical professionals should address the issue of VVG play with concerned parents.


Asunto(s)
Conducta del Adolescente/psicología , Hostilidad , Caracteres Sexuales , Estrés Psicológico/psicología , Juegos de Video/psicología , Violencia , Adolescente , Agresión/psicología , Teorema de Bayes , Niño , Femenino , Humanos , Masculino
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