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Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report
In this study, we investigated the extent to which adolescents who spend time playing violent video games exhibit higher levels of aggressive behaviour when compared with those who do not. A large sample of British adolescent participants (n = 1004) aged 14 and 15 years and an equal number of their...
Autores principales: | , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
The Royal Society
2019
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6408382/ https://www.ncbi.nlm.nih.gov/pubmed/30891250 http://dx.doi.org/10.1098/rsos.171474 |
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author | Przybylski, Andrew K. Weinstein, Netta |
author_facet | Przybylski, Andrew K. Weinstein, Netta |
author_sort | Przybylski, Andrew K. |
collection | PubMed |
description | In this study, we investigated the extent to which adolescents who spend time playing violent video games exhibit higher levels of aggressive behaviour when compared with those who do not. A large sample of British adolescent participants (n = 1004) aged 14 and 15 years and an equal number of their carers were interviewed. Young people provided reports of their recent gaming experiences. Further, the violent contents of these games were coded using official EU and US ratings, and carers provided evaluations of their adolescents' aggressive behaviours in the past month. Following a preregistered analysis plan, multiple regression analyses tested the hypothesis that recent violent game play is linearly and positively related to carer assessments of aggressive behaviour. Results did not support this prediction, nor did they support the idea that the relationship between these factors follows a nonlinear parabolic function. There was no evidence for a critical tipping point relating violent game engagement to aggressive behaviour. Sensitivity and exploratory analyses indicated these null effects extended across multiple operationalizations of violent game engagement and when the focus was on another behavioural outcome, namely, prosocial behaviour. The discussion presents an interpretation of this pattern of effects in terms of both the ongoing scientific and policy debates around violent video games, and emerging standards for robust evidence-based policy concerning young people's technology use. |
format | Online Article Text |
id | pubmed-6408382 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2019 |
publisher | The Royal Society |
record_format | MEDLINE/PubMed |
spelling | pubmed-64083822019-03-19 Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report Przybylski, Andrew K. Weinstein, Netta R Soc Open Sci Psychology and Cognitive Neuroscience In this study, we investigated the extent to which adolescents who spend time playing violent video games exhibit higher levels of aggressive behaviour when compared with those who do not. A large sample of British adolescent participants (n = 1004) aged 14 and 15 years and an equal number of their carers were interviewed. Young people provided reports of their recent gaming experiences. Further, the violent contents of these games were coded using official EU and US ratings, and carers provided evaluations of their adolescents' aggressive behaviours in the past month. Following a preregistered analysis plan, multiple regression analyses tested the hypothesis that recent violent game play is linearly and positively related to carer assessments of aggressive behaviour. Results did not support this prediction, nor did they support the idea that the relationship between these factors follows a nonlinear parabolic function. There was no evidence for a critical tipping point relating violent game engagement to aggressive behaviour. Sensitivity and exploratory analyses indicated these null effects extended across multiple operationalizations of violent game engagement and when the focus was on another behavioural outcome, namely, prosocial behaviour. The discussion presents an interpretation of this pattern of effects in terms of both the ongoing scientific and policy debates around violent video games, and emerging standards for robust evidence-based policy concerning young people's technology use. The Royal Society 2019-02-13 /pmc/articles/PMC6408382/ /pubmed/30891250 http://dx.doi.org/10.1098/rsos.171474 Text en © 2019 The Authors. http://creativecommons.org/licenses/by/4.0/ Published by the Royal Society under the terms of the Creative Commons Attribution License http://creativecommons.org/licenses/by/4.0/, which permits unrestricted use, provided the original author and source are credited. |
spellingShingle | Psychology and Cognitive Neuroscience Przybylski, Andrew K. Weinstein, Netta Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report |
title | Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report |
title_full | Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report |
title_fullStr | Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report |
title_full_unstemmed | Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report |
title_short | Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report |
title_sort | violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report |
topic | Psychology and Cognitive Neuroscience |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6408382/ https://www.ncbi.nlm.nih.gov/pubmed/30891250 http://dx.doi.org/10.1098/rsos.171474 |
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