Your browser doesn't support javascript.
loading
Mostrar: 20 | 50 | 100
Resultados 1 - 20 de 80
Filtrar
1.
Crim Behav Ment Health ; 34(3): 296-310, 2024 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-38486507

RESUMO

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.


Assuntos
Polícia , Fatores Socioeconômicos , Violência , Humanos , Estados Unidos/epidemiologia , Polícia/estatística & dados numéricos , Violência/estatística & dados numéricos , Cidades/estatística & dados numéricos , Homicídio/estatística & dados numéricos , Crime/estatística & dados numéricos , Grupos Raciais/estatística & dados numéricos , Masculino
2.
J Gen Psychol ; 150(3): 323-343, 2023.
Artigo em Inglês | MEDLINE | ID: mdl-35393917

RESUMO

Debates about pathological gaming continues in the wake of the World Health Organization's (WHO) decision to establish a gaming disorder diagnosis. Questions persist whether gaming disorder is best conceived as a stand-alone psychiatric disorder, or whether it heralds or accompanies other, more established conditions, such as depression or ADHD. We tested these hypotheses in a sample of 3,034 youth from Singapore. Evidence suggests that pathological gaming is a somewhat unstable construct, often remitting spontaneously. Youth with preexisting ADHD or depression were more likely to develop later pathological gaming problems, while the inverse was not true, with neither early pathological gaming nor gaming time predictive of later mental health problems. Results suggest that, whenever there is any need to conduct robust evidence-based studies, more evidence should be collected before new disorders are recognized by means of "expert consensus".


Assuntos
Transtornos Mentais , Jogos de Vídeo , Adolescente , Humanos , Estudos Longitudinais , Saúde Mental , Estresse Psicológico , Jogos de Vídeo/psicologia
3.
Crim Behav Ment Health ; 32(4): 284-294, 2022 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-35938636

RESUMO

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.


Assuntos
Etnicidade , Polícia , Negro ou Afro-Americano , Hispânico ou Latino , Humanos , Estados Unidos , Violência
4.
Trauma Violence Abuse ; 23(1): 278-287, 2022 01.
Artigo em Inglês | MEDLINE | ID: mdl-32691692

RESUMO

Whether pornography contributes to sexual aggression in real life has been the subject of dozens of studies over multiple decades. Nevertheless, scholars have not come to a consensus about whether effects are real. The current meta-analysis examined experimental, correlational, and population studies of the pornography/sexual aggression link dating back from the 1970s to the current time. Methodological weaknesses were very common in this field of research. Nonetheless, evidence did not suggest that nonviolent pornography was associated with sexual aggression. Evidence was particularly weak for longitudinal studies, suggesting an absence of long-term effects. Violent pornography was weakly correlated with sexual aggression, although the current evidence was unable to distinguish between a selection effect as compared to a socialization effect. Studies that employed more best practices tended to provide less evidence for relationships whereas studies with citation bias, an indication of researcher expectancy effects, tended to have higher effect sizes. Population studies suggested that increased availability of pornography is associated with reduced sexual aggression at the population level. More studies with improved practices and preregistration would be welcome.


Assuntos
Literatura Erótica , Delitos Sexuais , Agressão , Humanos , Estudos Longitudinais , Comportamento Sexual , Socialização
5.
J Youth Adolesc ; 51(1): 62-73, 2022 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-34626292

RESUMO

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.


Assuntos
Empatia , Jogos de Vídeo , Adolescente , Cognição , Coleta de Dados , Feminino , Humanos , Masculino
6.
Br J Soc Psychol ; 61(1): 83-99, 2022 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-34114247

RESUMO

The degree to which the content of video games influences aggression continues to be debated in the scholarly literature. The current article includes two studies, one of which replicates one study from Przybylski et al. (2014, J. Pers. Soc. Psychol., 106, 441) and the other which extends related concepts into virtual reality. In the first study, two versions of Tetris were examined, differing in levels of difficulty. In the second study, participants played virtual reality games which differed in regard to difficulty and violent content. Difficulty increased hostility in the second study but not the first. Violent content influenced neither hostility nor aggressive behaviour. Results partially supported the frustration theory of aggression, but not theories of violent content effects. Implications for the field are discussed.


Assuntos
Jogos de Vídeo , Realidade Virtual , Agressão , Frustração , Humanos , Violência
8.
Int J Psychol ; 56(5): 812-823, 2021 Oct.
Artigo em Inglês | MEDLINE | ID: mdl-33786817

RESUMO

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.


Assuntos
Fatores Econômicos , Armas de Fogo/estatística & dados numéricos , Homicídio/estatística & dados numéricos , Suicídio/estatística & dados numéricos , Jogos de Vídeo/estatística & dados numéricos , Feminino , Homicídio/psicologia , Humanos , Masculino , Pobreza/psicologia , Pobreza/estatística & dados numéricos , Suicídio/psicologia , Jogos de Vídeo/psicologia , Violência/psicologia , Violência/estatística & dados numéricos
9.
PeerJ ; 9: e10705, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-33604174

RESUMO

COVID-19 has prompted widespread self-isolation and citywide/countrywide lockdowns. The World Health Organisation (WHO) has encouraged increased digital social activities such as video game play to counteract social isolation during the pandemic. However, there is active debate about the potential for video game overuse, and some video games contain randomised purchases (loot boxes) that may psychologically approximate gambling. In this pre-registered study, we examined the effects of self-isolation and quarantine on excessive gaming and loot box spending. We recruited 1,144 (619 male, 499 female, 26 other) Australian, Aotearoa New Zealand, and US residents who self reported being quarantined or self-isolating (n = 447) or not (n = 619) during the COVID-19 pandemic to a cross-sectional natural experiment. We compared the associations between problem gambling symptomology, excessive gaming and loot box spending for isolated and non-isolated participants. Participants completed the Kessler-10 Psychological Distress Scale, Problem Gambling Severity Index, Internet Gaming Disorder Checklist, a measure of risky engagement with loot boxes, concern about contamination, and reported money spent on loot boxes in the past month, as well as whether they were quarantined or under self-isolation during the pandemic. Although, in our data, excessive gaming and loot box spending were not higher for isolated (self-isolated/ quarantined) compared to non-isolated gamers, the established association between problem gambling symptomology and loot box spending was stronger among isolated gamers than those not isolated. Concerns about being contaminated by germs was also significantly associated with greater excessive gaming and, to a lesser extent, loot box spending irrespective of isolation status. Gamers might be managing concerns about the pandemic with greater video game use, and more problem gamblers may be purchasing loot boxes during the pandemic. It is unclear whether these relationships may represent temporary coping mechanisms which abate when COVID-19 ends. Re-examination as the pandemic subsides may be required. More generally, the results suggest that social isolation during the pandemic may inflate the effect size of some media psychology and gaming effects. We urge caution not to generalise psychological findings from research conducted during the COVID-19 pandemic to be necessarily representative of the magnitude of relationships when not in a pandemic.

10.
Cyberpsychol Behav Soc Netw ; 24(1): 70-73, 2021 Jan.
Artigo em Inglês | MEDLINE | ID: mdl-33252268

RESUMO

Recent preregistered studies and analyses have suggested that links between aggressive video games (AVGs) and aggression-related outcomes may have been exaggerated in previous literature. However, concerns about AVGs remain. Although the impact of aggressive games on aggressive behaviors has been the subject of approximately a dozen preregistered studies, the potential impact of aggressive games on the player's mental health symptoms has not been the subject of similar preregistered analyses. In the current study, a sample of more than 3000 youth from Singapore were examined by using preregistered analyses to determine whether early exposure to aggressive games was predictive of anxiety, depression, somatic symptoms, or attention deficit hyperactivity disorder 2 years later. Analyses suggested that exposure to AVGs is not a risk factor for later mental health symptoms.


Assuntos
Agressão/psicologia , Exposição à Violência/psicologia , Saúde Mental/estatística & dados numéricos , Transtornos do Neurodesenvolvimento/psicologia , Jogos de Vídeo/psicologia , Adolescente , Feminino , Humanos , Estudos Longitudinais , Masculino , Transtornos do Neurodesenvolvimento/epidemiologia , Fatores de Risco , Singapura/epidemiologia , Adulto Jovem
11.
Dev Sci ; 24(1): e13008, 2021 01.
Artigo em Inglês | MEDLINE | ID: mdl-32573926

RESUMO

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.


Assuntos
Comportamento do Adolescente , Suicídio , Adolescente , Computadores , Depressão , Humanos , Assunção de Riscos , Estados Unidos
12.
R Soc Open Sci ; 7(7): 200373, 2020 Jul.
Artigo em Inglês | MEDLINE | ID: mdl-32874632

RESUMO

Whether video games with aggressive content contribute to aggressive behaviour in youth has been a matter of contention for decades. Recent re-evaluation of experimental evidence suggests that the literature suffers from publication bias, and that experimental studies are unable to demonstrate compelling short-term effects of aggressive game content on aggression. Long-term effects may still be plausible, if less-systematic short-term effects accumulate into systematic effects over time. However, longitudinal studies vary considerably in regard to whether they indicate long-term effects or not, and few analyses have considered what methodological factors may explain this heterogeneity in outcomes. The current meta-analysis included 28 independent samples including approximately 21 000 youth. Results revealed an overall effect size for this population of studies (r = 0.059) with no evidence of publication bias. Effect sizes were smaller for longer longitudinal periods, calling into question theories of accumulated effects, and effect sizes were lower for better-designed studies and those with less evidence for researcher expectancy effects. In exploratory analyses, studies with more best practices were statistically indistinguishable from zero (r = 0.012, 95% confidence interval: -0.010, 0.034). Overall, longitudinal studies do not appear to support substantive long-term links between aggressive game content and youth aggression. Correlations between aggressive game content and youth aggression appear better explained by methodological weaknesses and researcher expectancy effects than true effects in the real world.

13.
Perspect Psychol Sci ; 15(6): 1423-1443, 2020 11.
Artigo em Inglês | MEDLINE | ID: mdl-32777188

RESUMO

In 2015, the American Psychological Association (APA) released a task-force technical report on video-game violence with a concurrent resolution statement linking violent games to aggression but not violent crime. The task-force report has proven to be controversial; many scholars have criticized language implying conclusive evidence linking violent games to aggression as well as technical concerns regarding the meta-analysis that formed the basis of the technical report and resolution statement. In the current article, we attempt a reevaluation of the 2015 technical report meta-analysis. The intent of this reevaluation was to examine whether the data foundations behind the APA's resolution on video-game violence were sound. Reproducing the original meta-analysis proved difficult because some studies were included that did not appear to have relevant data, and many other available studies were not included. The current analysis revealed negligible relationships between violent games and aggressive or prosocial behavior, small relationships with aggressive affect and cognitions, and stronger relationships with desensitization. However, effect sizes appeared to be elevated because of non-best-practices and researcher-expectancy effects, particularly for experimental studies. It is concluded that evidence warrants a more cautious interpretation of the effects of violent games on aggression than provided by the APA technical report or resolution statement.


Assuntos
Comitês Consultivos , Agressão , Psicologia , Sociedades Científicas , Jogos de Vídeo/psicologia , Violência , Cognição , Humanos
14.
Psychiatr Q ; 91(3): 835-840, 2020 09.
Artigo em Inglês | MEDLINE | ID: mdl-32291560

RESUMO

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.


Assuntos
Sobreviventes Adultos de Maus-Tratos Infantis/estatística & dados numéricos , Educação Infantil , Violência por Parceiro Íntimo/estatística & dados numéricos , Punição , Adulto , Criança , Feminino , Humanos , Masculino
15.
PLoS One ; 15(3): e0230378, 2020.
Artigo em Inglês | MEDLINE | ID: mdl-32203522

RESUMO

Loot boxes are digital containers of randomised rewards available in many video games. Due to similarities between some loot boxes and traditional forms of gambling, concerns regarding the relationship between spending on loot boxes in video games and symptoms of problematic gambling have been expressed by policy makers and the general public. We present the first investigation of these concerns in large cross-sectional cross-national samples from three countries (Aotearoa New Zealand, Australia, and the United States). A sample of 1,049 participants were recruited through Qualtrics' Survey Targeting service from a broad cross-section of the population in Australia (n = 339), Aotearoa New Zealand (n = 323), and the United States (n = 387). Participants answered a survey assessing problem gambling, problem gaming symptomology, and how much they spent on loot boxes per month. On average, individuals with problem gambling issues spent approximately $13 USD per month more on loot boxes than those with no such symptoms. Loot box spending was also associated with both positive and negative moods, albeit with small effect sizes. Analyses showed both interactions and correlations between problematic gambling and problematic gaming symptoms, indicating both some commonality in the mechanisms underlying, and independent contributions made by, these proposed diagnostic criteria. These results provide context for dialogues regarding how best to reduce the impacts of loot box spending among those with problematic gambling symptoms.


Assuntos
Comportamento Aditivo/prevenção & controle , Comparação Transcultural , Jogo de Azar/prevenção & controle , Jogos de Vídeo/psicologia , Pessoal Administrativo/estatística & dados numéricos , Adulto , Austrália , Comportamento Aditivo/diagnóstico , Comportamento Aditivo/psicologia , Estudos Transversais , Feminino , Jogo de Azar/diagnóstico , Jogo de Azar/psicologia , Humanos , Masculino , Pessoa de Meia-Idade , Nova Zelândia , Inquéritos e Questionários/estatística & dados numéricos , Estados Unidos , Jogos de Vídeo/economia , Adulto Jovem
16.
Curr Opin Psychol ; 36: 1-6, 2020 12.
Artigo em Inglês | MEDLINE | ID: mdl-32146151

RESUMO

The impact of aggressive video games (AVGs) on aggression and violent behavior among players, particularly youth, has been debated for decades. In recent years, evidence for publication bias, questionable researcher practices, citation bias and poor standardization of many measures and research designs has indicated that the false positive rate among studies of AVGs has been high. Several studies have undergone retraction. A small recent wave of preregistered studies have largely returned null results for outcomes related to youth violence as well as outcomes related to milder aggression. Increasingly, evidence suggests AVGs have little impact on player behavior in the realm of aggression and violence. Nonetheless, most professional guild policy statements (e.g. American Psychological Association) have failed to reflect these changes in the literature. Such policy statements should be retired or revised lest they misinform the public or do damage to the reputation of these organizations.


Assuntos
Agressão , Jogos de Vídeo , Adolescente , Humanos , Violência
17.
Crim Behav Ment Health ; 30(1): 16-27, 2020 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-31975480

RESUMO

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.


Assuntos
Vítimas de Crime/psicologia , Empatia , Estupro , Sexismo/psicologia , Jogos de Vídeo/psicologia , Violência/psicologia , Adulto , Agressão , Atitude , Feminino , Humanos , Masculino , Percepção , Sexismo/estatística & dados numéricos , Inquéritos e Questionários , Jogos de Vídeo/estatística & dados numéricos , Adulto Jovem
18.
Psychiatr Q ; 90(4): 843-847, 2019 12.
Artigo em Inglês | MEDLINE | ID: mdl-31463734

RESUMO

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.


Assuntos
Agressão , Jogos de Vídeo/estatística & dados numéricos , Violência/estatística & dados numéricos , Adolescente , Adulto , China/epidemiologia , Exposição à Violência/estatística & dados numéricos , Feminino , Humanos , Estudos Longitudinais , Masculino , Fatores de Risco , Adulto Jovem
19.
J Youth Adolesc ; 48(12): 2333-2342, 2019 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-31327099

RESUMO

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.


Assuntos
Comportamento do Adolescente/psicologia , Comportamento Aditivo/psicologia , Autocontrole , Jogos de Vídeo/psicologia , Adolescente , Transtornos Disruptivos, de Controle do Impulso e da Conduta/psicologia , Feminino , Humanos , Internet , Estudos Longitudinais , Masculino , República da Coreia
20.
J Youth Adolesc ; 48(8): 1439-1451, 2019 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-31273603

RESUMO

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.


Assuntos
Agressão , Jogos de Vídeo , Adolescente , Criança , Feminino , Humanos , Estudos Longitudinais , Masculino , Fatores de Risco
SELEÇÃO DE REFERÊNCIAS
DETALHE DA PESQUISA
...