![]() 16 Although some studies have found males to be more susceptible to media violence effects than females, 17 most have shown robust effects for both sexes, 8, 14 and studies reporting sex differences have typically not conducted the analyses appropriate to answer this question. 14 Studies have not found reliable age differences 14 despite strong theoretical reasons for them. Furthermore, because prior studies were based on Western samples, it would be useful to test the model in a different culture.Įvidence for moderators of the effects of VGP (eg, age, sex, trait aggression) has been mixed. A study is needed that (1) assesses potential mediating variables in at least 3 waves, (2) assesses AB in the last 2 waves (or all 3 waves), and (3) has a sample size large enough to test for effects that are expected to be small. Several recent longitudinal studies 11 - 15 provide additional support for the hypothesis that VGP is a risk factor for later aggression, but none have measured potential mediators at more than 2 points in time, thus precluding the use of latent growth curve models. 8 Even critics of research finding associations between VGP and aggression also find VGP effects on ACs. A recent meta-analysis found significant longitudinal effects of VGP predicting both ACs and aggressive affect. Examples of affective measures include trait anger and empathy. 9 Examples of AC include measures of hostile attribution bias and of attitudes and beliefs about the appropriateness of AB. Social-cognitive models of aggression suggest that long-term effects of any repeated activity on later AB could be mediated by changes in AC or affect. 7 The most recent meta-analysis found that the effects of violent game play (VGP) were consistent across design (experimental, cross-sectional, longitudinal), age, culture (Eastern or Western), and outcome (aggressive cognitions, aggressive feelings, and aggressive behaviors ), but there were relatively few longitudinal studies. ![]() 1 - 3 More than 90% of games that are E10+ rated, teen rated, or mature rated contain depictions of violence, 4 - 6 and that violence is often portrayed as justified, fun, and without negative consequences. More than 90% of American youths play video games. Model fit was excellent for all models.Ĭonclusions and Relevance Given that more than 90% of youths play video games, understanding the psychological mechanisms by which they can influence behaviors is important for parents and pediatricians and for designing interventions to enhance or mitigate the effects. This effect is not moderated by sex, prior aggressiveness, or parental monitoring and is only slightly moderated by age, as younger children had a larger increase in initial aggressive cognition related to initial violent game play at the beginning of the study than older children. Results Longitudinal latent growth curve modeling demonstrated that the effects of violent video game play are mediated primarily by aggressive cognitions. Main Outcomes and Measures The final outcome measure was aggressive behavior, with aggressive cognitions (normative beliefs about aggression, hostile attribution bias, aggressive fantasizing) and empathy as potential mediators. At the beginning of the study, participants were in third, fourth, seventh, and eighth grades, with a mean (SD) age of 11.2 (2.1) years (range, 8-17 years). Children were eligible for inclusion if they attended one of the 12 selected schools, 3 of which were boys’ schools. A total of 3034 children and adolescents from 6 primary and 6 secondary schools in Singapore (73% male) were surveyed annually. Objective To determine whether cognitive and/or emotional variables mediate the effect of violent video game play on aggression and whether the effect is moderated by age, sex, prior aggressiveness, or parental monitoring.ĭesign, Setting, and Participants Three-year longitudinal panel study. Importance Although several longitudinal studies have demonstrated an effect of violent video game play on later aggressive behavior, little is known about the psychological mediators and moderators of the effect. Shared Decision Making and Communication.Scientific Discovery and the Future of Medicine. ![]()
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