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1.
J Res Adolesc ; 32(4): 1404-1420, 2022 12.
Artigo em Inglês | MEDLINE | ID: mdl-34914150

RESUMO

Developmental changes during adolescence may make youth susceptible to violent media effects. Two studies with male adolescents (N1 = 241; N2 = 161; aged 12-17) examined how habitual and short-term violent video gaming may affect emotion recognition and inhibitory control. We found that not habitual exposure to violent video games, but to antisocial media content predicted worse emotion recognition. Furthermore, higher habitual exposure to violent games predicted better inhibitory control over emotional stimuli in a stop signal task. However, short-term causal effects of violent gameplay on adolescents were not found. While these results do not indicate a negative impact of violent video games on young players, future research may further investigate possible effects of antisocial media content on adolescents.


Assuntos
Jogos de Vídeo , Violência , Adolescente , Masculino , Humanos , Violência/psicologia , Agressão/psicologia , Jogos de Vídeo/psicologia , Emoções
2.
Cogn Affect Behav Neurosci ; 17(4): 712-723, 2017 Aug.
Artigo em Inglês | MEDLINE | ID: mdl-28474292

RESUMO

Media's prevailing thin-body ideal plays a vital role in adolescent girls' body image development, but the co-occurring impact of peer feedback is understudied. The present study used functional magnetic resonance imaging (fMRI) to test media imagery and peer feedback combinations on neural activity related to thin-body ideals. Twenty-four healthy female late adolescents rated precategorized body sizes of bikini models (too thin or normal), directly followed by ostensible peer feedback (too thin or normal). Consistent with prior studies on social feedback processing, results showed increased brain activity in the dorsal medial prefrontal cortex (dmPFC)/anterior cingulate cortex (ACC) and bilateral insula in incongruent situations: when participants rated media models' body size as normal while peer feedback indicated the models as too thin (or vice versa). This effect was stronger for girls with lower self-esteem. A subsequent behavioral study (N = 34 female late adolescents, separate sample) demonstrated that participants changed behavior in the direction of the peer feedback: precategorized normal sized models were rated as too thin more often after receiving too thin peer feedback. This suggests that the neural responses upon peer feedback may influence subsequent choice. Our results show that media-by-peer interactions have pronounced effects on girls' body ideals.


Assuntos
Imagem Corporal , Encéfalo/fisiologia , Retroalimentação Psicológica/fisiologia , Meios de Comunicação de Massa , Grupo Associado , Percepção Visual/fisiologia , Adolescente , Índice de Massa Corporal , Encéfalo/diagnóstico por imagem , Encéfalo/crescimento & desenvolvimento , Mapeamento Encefálico , Feminino , Humanos , Julgamento/fisiologia , Imageamento por Ressonância Magnética , Testes Neuropsicológicos , Comportamento Social , Adulto Jovem
3.
Health Commun ; 32(2): 200-210, 2017 02.
Artigo em Inglês | MEDLINE | ID: mdl-27195916

RESUMO

The verbal messages that contextualize exposure to idealized body imagery may moderate media users' body satisfaction. Such contextualizing verbal messages often take the form of social comparison motives in fashion magazines, while body dissatisfaction is an important mechanism underlying various body image-related health issues like depression and unbalanced weight status. Hence, the present study applied social comparison motives as induced through magazine cover messages. Hypotheses were tested in an experimental design with social comparison motives (self-improvement vs. self-evaluation vs. control) and recipient gender as between-subjects factors and body satisfaction as within-subjects factor (N = 150). Results showed that self-improvement messages accompanying ideal body media models increased body satisfaction, compared to control messages and baseline measures. In contrast, the self-evaluation messages did not impact body satisfaction. Results imply that inconsistencies regarding effects from exposure to idealized body imagery are explained by the context in which media images are portrayed, evoking differential social comparison motives. Moreover, the findings imply that health communication interventions can use verbal messages on body improvement as helpful tools, if they draw on social comparison motives effectively.


Assuntos
Imagem Corporal/psicologia , Meios de Comunicação de Massa , Satisfação Pessoal , Autoimagem , Feminino , Humanos , Masculino , Motivação , Países Baixos , Autoavaliação (Psicologia)
4.
Appetite ; 73: 172-82, 2014 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-24262144

RESUMO

The present study introduces a theoretical framework on negotiated media effects. Specifically, we argue that feedback of peers on thin-body ideal media images and individual dispositions guide effects on adolescent girls' psychosocial responses to media exposure. Therefore, we examined the thin-body ideal as portrayed in media and peers' feedback on such thin-ideal images in their combined effects on adolescent girls' body dissatisfaction, objectified body consciousness, and social comparison with media models. Hence, media models and peer comments were systematically combined as incorporated entities in YouTube-formats. Hypotheses were tested in a 3 (media models: extremely thin vs. thin vs. normal weight)×3 (peer comments: 6kg-underweight vs. 3kg-underweight vs. normal-weight)×2 (appearance schematicity: lower vs. higher) between-subjects design (N=216). Results showed that peer comments indicating that a media model was 'only 3kg-underweight' exerted most negative responses, particularly in girls who strongly process appearance relevant information. Peer feedback interacts with media models in guiding perceptions of what is considered an 'ideal' body shape. Results highlight the important role of peers as well as individual predispositions in view of understanding how thin-ideal media images may impact adolescent girls' body image concerns.


Assuntos
Imagem Corporal , Meios de Comunicação de Massa , Grupo Associado , Autoimagem , Magreza/psicologia , Adolescente , Criança , Feminino , Humanos , Valores de Referência
5.
Soc Neurosci ; 18(6): 365-381, 2023 12.
Artigo em Inglês | MEDLINE | ID: mdl-37990996

RESUMO

This Event-Related Potential (ERP) study aimed to test how habitual and short-term violent video game exposure (VVGE) may affect empathy for pain responses in adolescents. In a within-subjects design, boys (N = 56; aged 12-16 years) performed a pain judgment task before and immediately after playing a violent video game. In this task, participants judged whether photos of hands depicted on their screen were in a painful situation or not. While both the P3 and the LPP components were not related to habitual violent video game exposure, general exposure to antisocial media content predicted lower P3 amplitudes to painful pictures. Further, 40 min of violent gameplay did not affect the P3 responses; however, it temporarily decreased LPP responses to painful pictures, suggesting a modest short-term desensitization effect. However, this latter interpretation is limited by a strong LPP pain effect - a significant amplitude difference between painful and non-painful pictures - that remained present in the post-game condition. Such persistent LPP effect may relate to the notion that adolescents are still learning how to properly regulate their emotional reactions. This study contributes to the limited literature on violent video games' desensitization in adolescents' brains, opening new avenues for media violence research.


Assuntos
Empatia , Jogos de Vídeo , Masculino , Humanos , Adolescente , Violência/psicologia , Potenciais Evocados/fisiologia , Agressão/psicologia , Dor , Jogos de Vídeo/psicologia
6.
J Adolesc ; 35(1): 153-62, 2012 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-21529925

RESUMO

This research focuses on low educational ability as a risk factor for aggression and violent game play. We propose that boys of lower educational ability are more attracted to violent video games than other boys are, and that they are also higher in trait aggressiveness and sensation seeking. Participants were Dutch boys in public schools (N = 830, age-range 11-17). In the Netherlands, standardized tests are used to place students into lower, medium, and higher educational ability groups. Results showed that boys in the lower educational ability group preferred to play violent, stand-alone games, identified more with video game characters, and perceived video games to be more realistic than other boys did. Lower levels of education were also related to higher levels of aggressiveness and sensation seeking. Higher educational ability boys preferred social, multiplayer games. Within a risk and resilience model, boys with lower educational ability are at greater risk for aggression.


Assuntos
Comportamento do Adolescente/psicologia , Agressão/psicologia , Escolaridade , Jogos de Vídeo/psicologia , Violência/psicologia , Adolescente , Criança , Humanos , Masculino , Motivação , Fatores de Risco
7.
Front Robot AI ; 9: 734955, 2022.
Artigo em Inglês | MEDLINE | ID: mdl-35127837

RESUMO

Social robots are reported to hold great potential for education. However, both scholars and key stakeholders worry about children's social-emotional development being compromised. In aiming to provide new insights into the impact that social robots can have on the social-emotional development of children, the current study interviewed teachers who use social robots in their day-to-day educational practice. The results of our interviews with these experienced teachers indicate that the social robots currently used in education pose little threat to the social-emotional development of children. Children with special needs seem to be more sensitive to social-affective bonding with a robot compared to regular children. This bond seems to have positive effects in enabling them to more easily connect with their human peers and teachers. However, when robots are being introduced more regularly, daily, without the involvement of a human teacher, new issues could arise. For now, given the current state of technology and the way social robots are being applied, other (ethical) issues seem to be more urgent, such as privacy, security and the workload of teachers. Future studies should focus on these issues first, to ensure a safe and effective educational environment for both children and teachers.

8.
Front Psychol ; 12: 651759, 2021.
Artigo em Inglês | MEDLINE | ID: mdl-34093339

RESUMO

An ability to accurately recognize negative emotions in others can initiate pro-social behavior and prevent anti-social actions. Thus, it remains of an interest of scholars studying effects of violent video games. While exposure to such games was linked to slower emotion recognition, the evidence regarding accuracy of emotion recognition among players of violent games is weak and inconsistent. The present research investigated the relationship between violent video game exposure (VVGE) and accuracy of negative emotion recognition. We assessed the level of self-reported VVGE in hours per day and the accuracy of the recognition using the Facial Expressions Matching Test. The results, with adolescents (Study 1; N = 67) and with adults (Study 2; N = 151), showed that VVGE was negatively related to accurate recognition of negative emotion expressions, even if controlled for age, gender, and trait empathy, but no causal direction could be assessed. In line with the violent media desensitization model, our findings suggest that higher self-reported VVGE relates to lower recognition of negative emotional expressions of other people. On the one hand, such lower recognition of negative emotions may underlie inaccurate reactions in real-life social situations. On the other hand, lower sensitivity to social cues may help players to better focus on their performance in a violent game.

9.
Nat Commun ; 9(1): 588, 2018 02 21.
Artigo em Inglês | MEDLINE | ID: mdl-29467362

RESUMO

The current generation of adolescents grows up in a media-saturated world. However, it is unclear how media influences the maturational trajectories of brain regions involved in social interactions. Here we review the neural development in adolescence and show how neuroscience can provide a deeper understanding of developmental sensitivities related to adolescents' media use. We argue that adolescents are highly sensitive to acceptance and rejection through social media, and that their heightened emotional sensitivity and protracted development of reflective processing and cognitive control may make them specifically reactive to emotion-arousing media. This review illustrates how neuroscience may help understand the mutual influence of media and peers on adolescents' well-being and opinion formation.


Assuntos
Desenvolvimento do Adolescente , Encéfalo/crescimento & desenvolvimento , Emoções , Saúde Mental , Distância Psicológica , Mídias Sociais , Adolescente , Humanos , Comportamento Impulsivo , Internet , Grupo Associado
10.
Soc Mar Q ; 24(4): 264-280, 2018 Dec.
Artigo em Inglês | MEDLINE | ID: mdl-30542251

RESUMO

This study presents the creation of a measurement device to determine and define sustainability attitudes into identifiable sustainability segments. These segments were profiled with behavioral and sociodemographic data. Based on previous literature, key sustainability topics were identified from which a 31-item questionnaire was developed, the Five Factor Sustainability Scale (FFSS). With the FFSS, multiple domains of environmental sustainability can be assessed. We present results validating this measure using a factor-cluster segmentation approach in a nationally representative sample (N = 508). Five sustainability factors emerged: (1) sustainable spending, (2) sustainable skepticism, (3) sustainable responsibility, (4) sustainable support, and (5) sustainable mobility. A cluster analysis on this sample yielded four segments in which people were grouped according to their sustainable attitudes: (1) Convinced Sustainers, (2) Sustainable Wannabes, (3) Sustainable Non-Believers, and (4) Non-Sustainers. Results linking these segments to behavioral and demographic data show discernable differences between the segments, making the FFSS a valuable tool for future intervention studies aiming at sustainable behavior change.

11.
Dev Psychol ; 43(4): 1038-44, 2007 Jul.
Artigo em Inglês | MEDLINE | ID: mdl-17605534

RESUMO

This study tested the hypothesis that violent video games are especially likely to increase aggression when players identify with violent game characters. Dutch adolescent boys with low education ability (N=112) were randomly assigned to play a realistic or fantasy violent or nonviolent video game. Next, they competed with an ostensible partner on a reaction time task in which the winner could blast the loser with loud noise through headphones (the aggression measure). Participants were told that high noise levels could cause permanent hearing damage. Habitual video game exposure, trait aggressiveness, and sensation seeking were controlled for. As expected, the most aggressive participants were those who played a violent game and wished they were like a violent character in the game. These participants used noise levels loud enough to cause permanent hearing damage to their partners, even though their partners had not provoked them. These results show that identifying with violent video game characters makes players more aggressive. Players were especially likely to identify with violent characters in realistic games and with games they felt immersed in.


Assuntos
Agressão/psicologia , Autoimagem , Jogos de Vídeo , Violência , Volição , Adolescente , Humanos , Masculino
12.
Body Image ; 20: 74-86, 2017 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-28006714

RESUMO

While the prevalence of overweight and obesity is higher among children of some non-Western ethnic minorities than among their Caucasian counterparts, their body image is understudied. The current study examined the body image of Dutch children of non-Western ethnic minorities (i.e., Surinamese, Antillean, Moroccan, and Turkish). Sociocultural influences from school, media and home environments and their perceptions of overweight prevention programs were taken into account. Fifty-two non-Western ethnic minority children (aged 8-12 years) participated in semi-structured interviews and focus groups. Results showed that the children generally underestimated their current body size, which was often overweight, and preferred thin and 'normal' body sizes. Results further revealed important insights into culturally determined themes, relating to perceived preferences in media, peers, parents, and teachers, nutritional habits, and children's beliefs about school-based health interventions. We conclude that targeting culturally sensitive awareness about actual body size and healthy body images seems paramount in future interventions.


Assuntos
Imagem Corporal/psicologia , Etnicidade/psicologia , Grupos Minoritários/psicologia , Sobrepeso/etnologia , Criança , Feminino , Humanos , Masculino , Países Baixos/etnologia
13.
Cyberpsychol Behav ; 9(5): 638-41, 2006 Oct.
Artigo em Inglês | MEDLINE | ID: mdl-17034335

RESUMO

The objective of this study was to test the effect of individual differences on appeal and use of video games. Participants were 299 adolescent boys from lower and higher secondary schools in the Netherlands and Belgium. In general, boys were most attracted to violent video games. Boys that scored higher in trait aggressiveness and lower in empathy were especially attracted to violent games and spent more time playing video games than did boys lower in trait aggressiveness. Lower educated boys showed more appreciation for both violent and nonviolent games and spent more time playing them than did higher educated boys. The present study showed that aggressive and less empathic boys were most attracted to violent games. The fact that heavy users of violent games show less empathy and higher aggressiveness suggests the possibility of desensitization. Other studies have shown that playing violent games increases aggressiveness and decreases empathy. These results combined suggest the possibility of a violence cycle. Aggressive individuals are attracted to violent games. Playing violent games increases aggressiveness and decreases empathy, which in turn leads to increased appreciation and use of violent games.


Assuntos
Agressão/psicologia , Comportamento de Escolha , Comparação Transcultural , Escolaridade , Violência/psicologia , Adolescente , Comportamento Aditivo/diagnóstico , Comportamento Aditivo/psicologia , Bélgica , Criança , Dessensibilização Psicológica , Empatia , Humanos , Individualidade , Masculino , Países Baixos
14.
J Adolesc Health ; 56(2): 203-8, 2015 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-25620303

RESUMO

PURPOSE: The aim of this study was to examine the effect of adolescents' exposure to media portraying antisocial and risk behavior on cyberbullying behavior over time. Previous research established relatively high prevalence of cyberbullying behavior among adolescents, although not much is known about the possible predictors of cyberbullying behavior. This study examines the long-term effects of media exposure herein. Furthermore, we examined whether boys and girls differ in this respect. METHODS: The long-term effects were tested in a longitudinal design with three waves (N = 1,005; age range, 11-17 years; 49% boys). Measured variables: cyberbullying behavior and exposure to media with antisocial and risk behavior content. RESULTS: Results of mixed-model analyses showed that higher levels of exposure to media with antisocial and risk behavior content significantly contributed to higher initial rates of cyberbullying behavior. Moreover, an increase in exposure to antisocial media content was significantly related to an increase in cyberbullying behavior over time. For both boys and girls, higher exposure to antisocial and risk behavior media content increases cyberbullying behavior over time though more clearly for boys than for girls. CONCLUSIONS: This study provided empirical support for the amplifying effect of exposure to antisocial media content on adolescents' cyberbullying behavior over time. Results are discussed in view of adolescents' media use and the larger theoretical framework.


Assuntos
Comportamento do Adolescente , Bullying , Meios de Comunicação , Assunção de Riscos , Adolescente , Criança , Feminino , Humanos , Estudos Longitudinais , Masculino , Psicologia do Adolescente , Fatores de Risco , Fatores Sexuais
15.
Cyberpsychol Behav Soc Netw ; 17(2): 74-81, 2014 Feb.
Artigo em Inglês | MEDLINE | ID: mdl-24015985

RESUMO

The present study examined the role of media use in adolescents' cyberbullying behavior. Following previous research, we propose a Cyclic Process Model of face-to-face victimization and cyberbullying through two mediating processes of anger/frustration and antisocial media content. This model was tested utilizing a cross-sectional design with adolescent participants (N=892). Exposure to antisocial media content was measured with a newly developed content-based scale (i.e., the C-ME), showing good psychometric qualities. Results of structural equation modeling showed that adolescents' exposure to antisocial media content was significantly associated with cyberbullying behavior, especially in adolescents who experienced anger and frustration due to face-to-face victimization. Goodness of fit indices demonstrated a good fit of the theoretical model to the data and indicated that exposure to antisocial media content acts as an amplifier in a cyclic process of victimization-related anger and cyberbullying behavior.


Assuntos
Ira , Bullying , Vítimas de Crime/psicologia , Mídias Sociais , Adolescente , Comportamento do Adolescente , Estudos Transversais , Feminino , Humanos , Masculino , Modelos Psicológicos , Assunção de Riscos , Transtornos Relacionados ao Uso de Substâncias , Violência
16.
Dev Psychol ; 49(6): 1165-73, 2013 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-22799588

RESUMO

Adolescence is an important developmental stage during which both peers and the media have a strong influence. Both peer rejection and the use of morally adverse media are associated with negative developmental outcomes. This study examines processes by which peer rejection might drive adolescents to select antisocial media content by tying together developmental research on peer rejection and research on media effects. Assumed underlying mechanisms are rejection-based anger and frustration and the adolescent's moral judgment. A between-participants experimental design manipulated peer rejection versus acceptance in adolescents (Mage = 13.88 years; N = 74) and young adults (Mage = 21.37 years; N = 75), applying the Cyberball paradigm. Measures included the State Anger Inventory (STAXI) to assess feelings of rejection and the newly devised Media, Morals, and Youth Questionnaire (MMaYQue) to assess media preferences and moral judgment of media content. Using bootstrapping analyses, a double mediation was established: Higher levels of state anger in peer-rejected adolescents induced more tolerable moral judgments of antisocial media content, subsequently instigating a preference for antisocial media content. In contrast, the young adult sample showed no relations between peer rejection and antisocial media preference. Results are discussed within a downward spiral framework of combined peer and media influences.


Assuntos
Ira/fisiologia , Transtorno da Personalidade Antissocial/psicologia , Julgamento , Transtornos do Humor/psicologia , Princípios Morais , Grupo Associado , Rejeição em Psicologia , Adolescente , Adulto , Criança , Feminino , Humanos , Masculino , Modelos Psicológicos , Adulto Jovem
17.
Cyberpsychol Behav Soc Netw ; 16(9): 695-701, 2013 Sep.
Artigo em Inglês | MEDLINE | ID: mdl-23659721

RESUMO

The present paper provides empirical data to support the use of social media as research environment. YouTube was chosen as a most appropriate format to target adolescents in experimental and cross-sectional designs given its popularity as well as its plasticity. We uniquely applied the YouTube format as (a) an environment to present manipulated media materials in controlled experimental designs; (b) an environment to study effects of peer feedback on various media contents; (c) a format to design a media-based questionnaire, specifically, the Media, Morals and Youth Questionnaire (MMaYQue). Various studies have been conducted that demonstrate the appropriateness of our YouTube transformations for each of these three purposes. The focus in the present paper is on the methodology of these studies to illustrate how we effectively transformed YouTube as a research tool.


Assuntos
Pesquisa Comportamental/métodos , Internet , Mídias Sociais , Gravação em Vídeo , Adolescente , Imagem Corporal/psicologia , Estudos Transversais , Feminino , Humanos , Meios de Comunicação de Massa , Grupo Associado , Inquéritos e Questionários
18.
J Adolesc Health ; 50(6): 600-6, 2012 Jun.
Artigo em Inglês | MEDLINE | ID: mdl-22626487

RESUMO

PURPOSE: To examine how weight information labels on variously sized media models affect (pre)adolescent girls' body perceptions and how they compare themselves with media models. METHODS: We used a three (body shape: extremely thin vs. thin vs. normal weight) × three (information label: 6-kg underweight vs. 3-kg underweight vs. normal weight) experimental design in three age-groups (9-10 years, 12-13 years, and 15-16 years; n = 184). The girls completed questionnaires after exposure to media models. RESULTS: Weight information labels affected girls' body dissatisfaction, social comparison with media figures, and objectified body consciousness. Respondents exposed to an extremely thin body shape labeled to be of "normal weight" were most dissatisfied with their own bodies and showed highest levels of objectified body consciousness and comparison with media figures. An extremely thin body shape combined with a corresponding label (i.e., 6-kg underweight), however, induced less body dissatisfaction and less comparison with the media model. Age differences were also found to affect body perceptions: adolescent girls showed more negative body perceptions than preadolescents. CONCLUSIONS: Weight information labels may counteract the generally media-induced thin-body ideal. That is, when the weight labels appropriately informed the respondents about the actual thinness of the media model's body shape, girls were less affected. Weight information labels also instigated a normalization effect when a "normal-weight" label was attached to underweight-sized media models. Presenting underweight as a normal body shape, clearly increased body dissatisfaction in girls. Results also suggest age between preadolescence and adolescence as a critical criterion in responding to media models' body shape.


Assuntos
Conscientização , Transtornos Dismórficos Corporais/prevenção & controle , Transtornos Dismórficos Corporais/psicologia , Peso Corporal , Conhecimentos, Atitudes e Prática em Saúde , Comportamento Imitativo , Meios de Comunicação de Massa , Marketing Social , Magreza/psicologia , Adolescente , Fatores Etários , Criança , Estética , Feminino , Humanos , Intenção , Controle Interno-Externo , Publicações Periódicas como Assunto , Valores de Referência , Pesquisa , Desejabilidade Social , Inquéritos e Questionários
19.
Anxiety Stress Coping ; 24(5): 515-37, 2011 Oct.
Artigo em Inglês | MEDLINE | ID: mdl-21409652

RESUMO

The aim of the present research among Dutch police officers was to examine whether fluctuations in emotional job demands predict exhaustion through the suppression of discrete emotions. A first diary study (N =25) tested how the suppression of discrete emotions is related to exhaustion at the end of the work shift of police call-center service workers. Results revealed that suppressing anger was positively related to exhaustion at the end of a work shift, whereas suppressing happiness was not. A second study (N=41) among criminal investigation officers showed that the emotions anger, abhorrence, and sadness were among the most common negative emotions that were suppressed as part of the emotional labor of this specialized occupational group. Results of a third (diary) study (N=39) confirmed that emotional dissonance and more particularly the suppression of abhorrence mediated the relationship between emotional job demands and exhaustion at the end of a work shift.


Assuntos
Direito Penal , Emoções , Polícia , Adulto , Esgotamento Profissional/etiologia , Esgotamento Profissional/psicologia , Emprego/psicologia , Fadiga/etiologia , Fadiga/psicologia , Feminino , Humanos , Masculino , Modelos Psicológicos , Países Baixos
20.
Pediatrics ; 123(3): 870-6, 2009 Mar.
Artigo em Inglês | MEDLINE | ID: mdl-19255016

RESUMO

OBJECTIVE: To protect minors from exposure to video games with objectionable content (eg, violence and sex), the Pan European Game Information developed a classification system for video games (eg, 18+). We tested the hypothesis that this classification system may actually increase the attractiveness of games for children younger than the age rating. PARTICIPANTS AND METHODS: Participants were 310 Dutch youth. The design was a 3 (age group: 7-8, 12-13, and 16-17 years) x 2 (participant gender) x 7 (label: 7+, 12+, 16+, 18+, violence, no violence, or no label control) x 2 (game description: violent or nonviolent) mixed factorial. The first 2 factors were between subjects, whereas the last 2 factors were within subjects. Three personality traits (ie, reactance, trait aggressiveness, and sensation seeking) were also included in the analyses. Participants read fictitious video game descriptions and rated how much they wanted to play each game. RESULTS: Results revealed that restrictive age labels and violent-content labels increased the attractiveness of video games for all of the age groups (even 7- to 8-year-olds and girls). CONCLUSIONS: Although the Pan European Game Information system was developed to protect youth from objectionable content, this system actually makes such games forbidden fruits. Pediatricians should be aware of this forbidden-fruit effect, because video games with objectionable content can have harmful effects on children and adolescents.


Assuntos
Motivação , Rotulagem de Produtos , Jogos de Vídeo/classificação , Violência/classificação , Adolescente , Fatores Etários , Agressão/psicologia , Transtorno da Personalidade Antissocial/diagnóstico , Transtorno da Personalidade Antissocial/psicologia , Caráter , Criança , Comportamento Exploratório , Feminino , Humanos , Julgamento , Masculino , Países Baixos , Violência/prevenção & controle , Violência/psicologia
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