Literature DB >> 18161877

Experimental study of the differential effects of playing versus watching violent video games on children's aggressive behavior.

Hanneke Polman1, Bram Orobio de Castro, Marcel A G van Aken.   

Abstract

There is great concern about the effects of playing violent video games on aggressive behavior. The present experimental study was aimed at investigating the differential effects of actively playing vs. passively watching the same violent video game on subsequent aggressive behavior. Fifty-seven children aged 10-13 either played a violent video game (active violent condition), watched the same violent video game (passive violent condition), or played a non-violent video game (active non-violent condition). Aggression was measured through peer nominations of real-life aggressive incidents during a free play session at school. After the active participation of actually playing the violent video game, boys behaved more aggressively than did the boys in the passive game condition. For girls, game condition was not related to aggression. These findings indicate that, specifically for boys, playing a violent video game should lead to more aggression than watching television violence. Copyright 2007 Wiley-Liss, Inc.

Entities:  

Mesh:

Year:  2008        PMID: 18161877     DOI: 10.1002/ab.20245

Source DB:  PubMed          Journal:  Aggress Behav        ISSN: 0096-140X            Impact factor:   2.917


  9 in total

1.  Young children's video/computer game use: relations with school performance and behavior.

Authors:  Erin C Hastings; Tamara L Karas; Adam Winsler; Erin Way; Amy Madigan; Shannon Tyler
Journal:  Issues Ment Health Nurs       Date:  2009-10       Impact factor: 1.835

Review 2.  Role of video games in improving health-related outcomes: a systematic review.

Authors:  Brian A Primack; Mary V Carroll; Megan McNamara; Mary Lou Klem; Brandy King; Michael Rich; Chun W Chan; Smita Nayak
Journal:  Am J Prev Med       Date:  2012-06       Impact factor: 5.043

3.  Exploring the Reliability and Validity of the TechU-Q to Evaluate Device and Purpose Specific Screen Use in Preschool Children and Parents.

Authors:  Erin K Howie; Shelley McNally; Leon M Straker
Journal:  J Child Fam Stud       Date:  2020-08-05

4.  Can clans protect adolescent players of massively multiplayer online games from violent behaviors?

Authors:  Michele L Ybarra; Danah Boyd
Journal:  Int J Public Health       Date:  2015-01-14       Impact factor: 3.380

5.  Reward system and temporal pole contributions to affective evaluation during a first person shooter video game.

Authors:  Krystyna A Mathiak; Martin Klasen; René Weber; Hermann Ackermann; Sukhwinder S Shergill; Klaus Mathiak
Journal:  BMC Neurosci       Date:  2011-07-12       Impact factor: 3.288

6.  Video Games Exposure and Sexism in a Representative Sample of Adolescents.

Authors:  Laurent Bègue; Elisa Sarda; Douglas A Gentile; Clementine Bry; Sebastian Roché
Journal:  Front Psychol       Date:  2017-03-31

7.  Does playing video games effect cognitive abilities in Pakistani children?

Authors:  Aliya Hisam; Syed Fawad Mashhadi; Mahum Faheem; Mahrukh Sohail; Bilal Ikhlaq; Irfan Iqbal
Journal:  Pak J Med Sci       Date:  2018 Nov-Dec       Impact factor: 1.088

8.  Effect of Exposure to Gun Violence in Video Games on Children's Dangerous Behavior With Real Guns: A Randomized Clinical Trial.

Authors:  Justin H Chang; Brad J Bushman
Journal:  JAMA Netw Open       Date:  2019-05-03

9.  Action Video Game Training for Healthy Adults: A Meta-Analytic Study.

Authors:  Ping Wang; Han-Hui Liu; Xing-Ting Zhu; Tian Meng; Hui-Jie Li; Xi-Nian Zuo
Journal:  Front Psychol       Date:  2016-06-17
  9 in total

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