Playing Violent Digital Games and Openly Aggressive Behavior by Children and Adolescents: A Literature Review on the Direction of Effects

被引:1
作者
von Salisch, Maria [1 ]
机构
[1] Leuphana Univ Luneburg, Inst Psychol, Entwikdungspsychol, Luneburg, Germany
关键词
digital games; aggressive behavior; children; adolescents; cross-lagged panel analysisg; VIDEO GAMES; MEDIA; CHILDHOOD; EXPOSURE; IMPACT;
D O I
10.13109/prkk.2020.69.2.109
中图分类号
B844 [发展心理学(人类心理学)];
学科分类号
040202 ;
摘要
The majority of adolescents play digital games and many play violent ones. That youngsters with more intensive use of violent digital games would increase their physically aggressive behavior measured outside the laboratory over time, was supported in a meta-analysis from 2018. The overall socialization effect of beta = 0.11 was, however, modest. It was reduced to a unique effect of beta = 0.08 for playing violent digital games, when third variables which also explain the physically aggressive behavior were included. In addition, selection effects must be taken into account, which are based on aggressive individuals' preferences for violent digital games. Of the ten studies in this meta-analysis which analyzed the direction of effects in cross-lagged-panel or special regression designs, three established socialization effects only, two found bidirectional effects, three found selection effects only, and two found neither effect. Selection effects were more likely to be found in larger samples and in samples with young adolescents whose preference for violent games was less stable. This more complex result is discussed before the background of the biological, cognitive, and social transitions at the beginning of adolescence.
引用
收藏
页码:109 / 125
页数:17
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