Literature DB >> 18977956

Longitudinal effects of violent video games on aggression in Japan and the United States.

Craig A Anderson1, Akira Sakamoto, Douglas A Gentile, Nobuko Ihori, Akiko Shibuya, Shintaro Yukawa, Mayumi Naito, Kumiko Kobayashi.   

Abstract

CONTEXT: Youth worldwide play violent video games many hours per week. Previous research suggests that such exposure can increase physical aggression.
OBJECTIVE: We tested whether high exposure to violent video games increases physical aggression over time in both high- (United States) and low- (Japan) violence cultures. We hypothesized that the amount of exposure to violent video games early in a school year would predict changes in physical aggressiveness assessed later in the school year, even after statistically controlling for gender and previous physical aggressiveness.
DESIGN: In 3 independent samples, participants' video game habits and physically aggressive behavior tendencies were assessed at 2 points in time, separated by 3 to 6 months. PARTICIPANTS: One sample consisted of 181 Japanese junior high students ranging in age from 12 to 15 years. A second Japanese sample consisted of 1050 students ranging in age from 13 to 18 years. The third sample consisted of 364 United States 3rd-, 4th-, and 5th-graders ranging in age from 9 to 12 years. RESULTS. Habitual violent video game play early in the school year predicted later aggression, even after controlling for gender and previous aggressiveness in each sample. Those who played a lot of violent video games became relatively more physically aggressive. Multisample structure equation modeling revealed that this longitudinal effect was of a similar magnitude in the United States and Japan for similar-aged youth and was smaller (but still significant) in the sample that included older youth.
CONCLUSIONS: These longitudinal results confirm earlier experimental and cross-sectional studies that had suggested that playing violent video games is a significant risk factor for later physically aggressive behavior and that this violent video game effect on youth generalizes across very different cultures. As a whole, the research strongly suggests reducing the exposure of youth to this risk factor.

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Mesh:

Year:  2008        PMID: 18977956     DOI: 10.1542/peds.2008-1425

Source DB:  PubMed          Journal:  Pediatrics        ISSN: 0031-4005            Impact factor:   7.124


  29 in total

1.  Prevalence and correlates of screen-based media use among youths with autism spectrum disorders.

Authors:  Micah O Mazurek; Paul T Shattuck; Mary Wagner; Benjamin P Cooper
Journal:  J Autism Dev Disord       Date:  2012-08

2.  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

3.  Differences in associations between problematic video-gaming, video-gaming duration, and weapon-related and physically violent behaviors in adolescents.

Authors:  Zu Wei Zhai; Rani A Hoff; Jordan C Howell; Jeremy Wampler; Suchitra Krishnan-Sarin; Marc N Potenza
Journal:  J Psychiatr Res       Date:  2019-11-14       Impact factor: 4.791

4.  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 5.  Metaanalysis of the relationship between violent video game play and physical aggression over time.

Authors:  Anna T Prescott; James D Sargent; Jay G Hull
Journal:  Proc Natl Acad Sci U S A       Date:  2018-10-02       Impact factor: 11.205

6.  A plea for concern regarding violent video games.

Authors:  John P Murray; Barbara Biggins; Edward Donnerstein; Roy W Menninger; Michael Rich; Victor Strasburger
Journal:  Mayo Clin Proc       Date:  2011-08       Impact factor: 7.616

7.  Modifying media content for preschool children: a randomized controlled trial.

Authors:  Dimitri A Christakis; Michelle M Garrison; Todd Herrenkohl; Kevin Haggerty; Frederick P Rivara; Chuan Zhou; Kimberly Liekweg
Journal:  Pediatrics       Date:  2013-02-18       Impact factor: 7.124

8.  A longitudinal study of risk-glorifying video games and behavioral deviance.

Authors:  Jay G Hull; Timothy J Brunelle; Anna T Prescott; James D Sargent
Journal:  J Pers Soc Psychol       Date:  2014-08

9.  Correlates of video games playing among adolescents in an Islamic country.

Authors:  Hamid Allahverdipour; Mohsen Bazargan; Abdollah Farhadinasab; Babak Moeini
Journal:  BMC Public Health       Date:  2010-05-27       Impact factor: 3.295

10.  The effects of prosocial video games on prosocial behaviors: international evidence from correlational, longitudinal, and experimental studies.

Authors:  Douglas A Gentile; Craig A Anderson; Shintaro Yukawa; Nobuko Ihori; Muniba Saleem; Lim Kam Ming; Akiko Shibuya; Albert K Liau; Angeline Khoo; Brad J Bushman; L Rowell Huesmann; Akira Sakamoto
Journal:  Pers Soc Psychol Bull       Date:  2009-03-25
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