Literature DB >> 17034335

The appeal of violent video games to lower educated aggressive adolescent boys from two countries.

Jeroen S Lemmens1, Brad J Bushman, Elly A Konijn.   

Abstract

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.

Entities:  

Mesh:

Year:  2006        PMID: 17034335     DOI: 10.1089/cpb.2006.9.638

Source DB:  PubMed          Journal:  Cyberpsychol Behav        ISSN: 1094-9313


  7 in total

1.  Video-gaming among high school students: health correlates, gender differences, and problematic gaming.

Authors:  Rani A Desai; Suchitra Krishnan-Sarin; Dana Cavallo; Marc N Potenza
Journal:  Pediatrics       Date:  2010-11-15       Impact factor: 7.124

2.  Electronic Gaming Characteristics Associated with Class 3 Severe Obesity in Youth Who Attend the Pediatric Weight Management Programs of the COMPASS Network.

Authors:  Thao-Ly T Phan; Jared M Tucker; Robert Siegel; Amy L Christison; William Stratbucker; Lloyd N Werk; Jobayer Hossain; George Datto; Douglas A Gentile; Sam Stubblefield
Journal:  Child Obes       Date:  2018-09-29       Impact factor: 2.992

3.  Problem Video Gaming Among Children Enrolled in Tertiary Weight Management Programs.

Authors:  Sam Stubblefield; George Datto; Thao-Ly T Phan; Lloyd N Werk; Kristin Stackpole; Robert Siegel; William Stratbucker; Jared M Tucker; Amy L Christison; Jobayer Hossain; Douglas A Gentile
Journal:  Cyberpsychol Behav Soc Netw       Date:  2017-02

4.  Psychometric validation of the Internet Gaming Disorder-20 Test among Chinese middle school and university students.

Authors:  Yu Shu M; Agaloos Pesigan Ivan Jacob; Zhang Meng Xuan; Wu Anise M S
Journal:  J Behav Addict       Date:  2019-05-23       Impact factor: 6.756

5.  The reliability and validity of a screening scale for online gaming disorder among Chinese adolescents and young adults.

Authors:  Xuechan Lyu; Tianzhen Chen; Zhe Wang; Jing Lu; Chenyi Ma; Haoye Tan; Runji Li; Peiyan Wang; Limin Ma; Hongwei Li; Shuqin Hui; Wenli Zhao; Jiang Long; Na Zhong; Min Zhao
Journal:  BMC Psychiatry       Date:  2022-01-10       Impact factor: 3.630

Review 6.  Influence of Esports on stress: A systematic review.

Authors:  Thamilselvan Palanichamy; Manoj Kumar Sharma; Maya Sahu; D M Kanchana
Journal:  Ind Psychiatry J       Date:  2021-03-15

7.  Impaired decisional impulsivity in pathological videogamers.

Authors:  Michael A Irvine; Yulia Worbe; Sorcha Bolton; Neil A Harrison; Edward T Bullmore; Valerie Voon
Journal:  PLoS One       Date:  2013-10-16       Impact factor: 3.240

  7 in total

北京卡尤迪生物科技股份有限公司 © 2022-2023.