Impersonal Agencies of Communication: Comparing the Effects of Video Games and Other Risk Factors on Violence

被引:18
作者
Decamp, Whitney [1 ]
机构
[1] Western Michigan Univ, Kalamazoo, MI 49008 USA
来源
PSYCHOLOGY OF POPULAR MEDIA CULTURE | 2015年 / 4卷 / 04期
关键词
video games; violence; propensity score matching; deviance;
D O I
10.1037/ppm0000037
中图分类号
B84 [心理学];
学科分类号
04 ; 0402 ;
摘要
In the debated topic of violent video games and violent behavior, empirical evidence has been mixed. Some studies support the assertion that there is a causal or correlational link between gaming and violence, whereas others do not find such support. Recent advances have demonstrated that adequately controlling for background characteristics that might result in a selection bias decrease the effect sizes. However, it remains unclear how strong of an effect video game playing has in comparison with other risk factors. The present study uses data from >6,000 eighth-grade students to examine the effects of playing violent games. Using propensity score matching and logistic regression models, results are estimated to show the relative effects from gaming and other social risk factors. Results indicate that propensity score matching decreases the already modest effect from gaming, often to nonsignificance. In comparison with other risk factors in the models, the effects are also relatively weak.
引用
收藏
页码:296 / 304
页数:9
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