RESUMEN
Violent video game (VVG) use has repeatedly been found to be associated with hostile expectations about others, desensitization to violence, decreased empathy and prosocial behavior, and aggressive thoughts and behaviors. Although these research findings have been widely publicized, VVGs remain the most extensively played games and represent a multi-billion dollar industry. Although VVGs are typically rated "mature," indicating they are not suitable for youths, they are often purchased for youths. This may be in part because there is currently no system available to consumers that thoroughly describes the content of video games, and much of the public is unaware of the types of violence that characterize game play. The purpose of this paper is to describe the violent content of some of the top VVGs, based on sales. For the purposes of this issue, acts of senseless, unprovoked violence will be described in detail.
Asunto(s)
Trastorno de Personalidad Antisocial/psicología , Psicología del Adolescente , Juegos de Video , Violencia/psicología , Adolescente , Trastorno de Personalidad Antisocial/diagnóstico , Trastorno de Personalidad Antisocial/prevención & control , Niño , Empatía , Estudios de Evaluación como Asunto , Armas de Fuego , Homicidio/psicología , Hostilidad , Humanos , Responsabilidad Parental/psicología , Desarrollo de la Personalidad , Estados Unidos , Violencia/prevención & control , Heridas y Lesiones/psicologíaRESUMEN
To identify the relations between new stadiums and home team performance and attendance for professional baseball (MLB) (n=14), basketball (NBA) (n=13), and football (NFL) (n=25) teams in the USA since 1950 dependent t tests assessed significance of increases in attendance in both MLB and the NBA and a significantly improved home winning percentage in MLB following the building of new stadiums. Implications include a better understanding of the rationales used by owners, fans, and players for building new stadiums.