Literature DB >> 21529925

"We don't need no education": Video game preferences, video game motivations, and aggressiveness among adolescent boys of different educational ability levels.

Marije Nije Bijvank1, Elly A Konijn, Brad J Bushman.   

Abstract

This research focuses on low educational ability as a risk factor for aggression and violent game play. We propose that boys of lower educational ability are more attracted to violent video games than other boys are, and that they are also higher in trait aggressiveness and sensation seeking. Participants were Dutch boys in public schools (N = 830, age-range 11-17). In the Netherlands, standardized tests are used to place students into lower, medium, and higher educational ability groups. Results showed that boys in the lower educational ability group preferred to play violent, stand-alone games, identified more with video game characters, and perceived video games to be more realistic than other boys did. Lower levels of education were also related to higher levels of aggressiveness and sensation seeking. Higher educational ability boys preferred social, multiplayer games. Within a risk and resilience model, boys with lower educational ability are at greater risk for aggression.
Copyright © 2011 The Foundation for Professionals in Services for Adolescents. All rights reserved.

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Year:  2011        PMID: 21529925     DOI: 10.1016/j.adolescence.2011.04.001

Source DB:  PubMed          Journal:  J Adolesc        ISSN: 0140-1971


  4 in total

1.  Psychometric assessment of the Internet Gaming Disorder diagnostic criteria: An Item Response Theory study.

Authors:  Bruno Schivinski; Magdalena Brzozowska-Woś; Erin M Buchanan; Mark D Griffiths; Halley M Pontes
Journal:  Addict Behav Rep       Date:  2018-06-30

2.  Insensitive Players? A Relationship Between Violent Video Game Exposure and Recognition of Negative Emotions.

Authors:  Ewa Miedzobrodzka; Jacek Buczny; Elly A Konijn; Lydia C Krabbendam
Journal:  Front Psychol       Date:  2021-05-21

3.  The development and validation of the Videogaming Motives Questionnaire (VMQ).

Authors:  Francisco J López-Fernández; Laura Mezquita; Mark D Griffiths; Generós Ortet; Manuel I Ibáñez
Journal:  PLoS One       Date:  2020-10-23       Impact factor: 3.240

4.  Development and Validation of the RAFFLE: A Measure of Reasons and Facilitators for Loot Box Engagement.

Authors:  Joanne Lloyd; Laura Louise Nicklin; Stuart Gordon Spicer; Chris Fullwood; Maria Uther; Daniel P Hinton; Jonathan Parke; Helen Lloyd; James Close
Journal:  J Clin Med       Date:  2021-12-18       Impact factor: 4.241

  4 in total

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