Literature DB >> 22875464

Not worth the fuss after all? cross-sectional and prospective data on violent video game influences on aggression, visuospatial cognition and mathematics ability in a sample of youth.

Christopher J Ferguson1, Adolfo Garza, Jessica Jerabeck, Raul Ramos, Mariza Galindo.   

Abstract

The United States Supreme Court's recent decision relating to violent video games revealed divisions within the scientific community about the potential for negative effects of such games as well as the need for more, higher quality research. Scholars also have debated the potential for violent games to have positive effects such as on visuospatial cognition or math ability. The current study sought to extend previous literature by using well-validated clinical outcome measures for relevant constructs, which have generally been lacking in past research. Cross-section data on aggression, visuospatial cognition, and math achievement were available for a sample of 333 (51.7 % female) mostly Hispanic youth (mean age = 12.76). Prospective 1-year data on aggression and school GPA were available for 143 (46.2 % female) of those youth. Results from both sets of analysis revealed that exposure to violent game had neither short-term nor long-term predictive influences on either positive or negative outcomes. A developmental analysis of the cross-sectional data revealed that results did not differ across age categories of older children, preadolescents or adolescents. Analysis of effect sizes largely ruled out Type II error as a possible explanation for null results. Suggestions for new directions in the field of video game research are proffered.

Entities:  

Mesh:

Year:  2012        PMID: 22875464     DOI: 10.1007/s10964-012-9803-6

Source DB:  PubMed          Journal:  J Youth Adolesc        ISSN: 0047-2891


  20 in total

1.  Ordinary physical punishment: is it harmful? Comment on Gershoff (2002).

Authors:  Diana Baumrind; Robert E Larzelere; Philip A Cowan
Journal:  Psychol Bull       Date:  2002-07       Impact factor: 17.737

2.  Enumeration versus multiple object tracking: the case of action video game players.

Authors:  C S Green; D Bavelier
Journal:  Cognition       Date:  2005-12-15

3.  The good, the bad and the ugly: a meta-analytic review of positive and negative effects of violent video games.

Authors:  Christopher John Ferguson
Journal:  Psychiatr Q       Date:  2007-12

4.  Neural basis of superior performance of action videogame players in an attention-demanding task.

Authors:  Jyoti Mishra; Marla Zinni; Daphne Bavelier; Steven A Hillyard
Journal:  J Neurosci       Date:  2011-01-19       Impact factor: 6.167

5.  Increasing Speed of Processing With Action Video Games.

Authors:  Matthew W G Dye; C Shawn Green; Daphne Bavelier
Journal:  Curr Dir Psychol Sci       Date:  2009

6.  Return of the Candy Witch: individual differences in acceptance and stability of belief in a novel fantastical being.

Authors:  Elizabeth A Boerger; Ansley Tullos; Jacqueline D Woolley
Journal:  Br J Dev Psychol       Date:  2009-11

7.  The impact of video games on training surgeons in the 21st century.

Authors:  James C Rosser; Paul J Lynch; Laurie Cuddihy; Douglas A Gentile; Jonathan Klonsky; Ronald Merrell
Journal:  Arch Surg       Date:  2007-02

8.  From the American Academy of Pediatrics: Policy statement--Media violence.

Authors: 
Journal:  Pediatrics       Date:  2009-10-19       Impact factor: 7.124

9.  Linkages between internet and other media violence with seriously violent behavior by youth.

Authors:  Michele L Ybarra; Marie Diener-West; Dana Markow; Philip J Leaf; Merle Hamburger; Paul Boxer
Journal:  Pediatrics       Date:  2008-11       Impact factor: 7.124

10.  Do action video games improve perception and cognition?

Authors:  Walter R Boot; Daniel P Blakely; Daniel J Simons
Journal:  Front Psychol       Date:  2011-09-13
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  8 in total

1.  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

Review 2.  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

3.  Effects of video-game play on information processing: a meta-analytic investigation.

Authors:  Kasey L Powers; Patricia J Brooks; Naomi J Aldrich; Melissa A Palladino; Louis Alfieri
Journal:  Psychon Bull Rev       Date:  2013-12

4.  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

5.  The associations of objectively measured physical activity and sedentary time with cognitive functions in school-aged children.

Authors:  Heidi J Syväoja; Tuija H Tammelin; Timo Ahonen; Anna Kankaanpää; Marko T Kantomaa
Journal:  PLoS One       Date:  2014-07-25       Impact factor: 3.240

6.  Action game experimental evidence for effects on aggression and visuospatial cognition: similarities, differences, and one rather foolish question.

Authors:  Christopher J Ferguson
Journal:  Front Psychol       Date:  2014-02-07

7.  Gaming to see: action video gaming is associated with enhanced processing of masked stimuli.

Authors:  Carsten Pohl; Wilfried Kunde; Thomas Ganz; Annette Conzelmann; Paul Pauli; Andrea Kiesel
Journal:  Front Psychol       Date:  2014-02-05

8.  Video-games do not negatively impact adolescent academic performance in science, mathematics or reading.

Authors:  Aaron Drummond; James D Sauer
Journal:  PLoS One       Date:  2014-04-03       Impact factor: 3.240

  8 in total

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