Literature DB >> 24464267

Cross-sectional associations between violent video and computer game playing and weapon carrying in a national cohort of children.

Michele L Ybarra1, L Rowell Huesmann, Josephine D Korchmaros, Sari L Reisner.   

Abstract

Data were collected from 9 to 18 year olds surveyed nationally in a three-wave longitudinal survey. The population-average (generalized estimating equation, GEE) odds of carrying a weapon to school in the last month were estimated as a function of past-year exposure to violent content in video, computer, and Internet games, as well as peer aggression and biological sex. The sample included youth who were at risk for both the exposure (i.e., game play) and the outcome (i.e., who attended public or private school). 3,397 observations from 1,489 youth were included in analyses. 1.4% of youth reported carrying a weapon to school in the last month and 69% reported that at least some of the games they played depicted violence. After adjusting for other potentially influential characteristics (e.g., aggressive behavior), playing at least some violent games in the past year was associated with a fourfold increase in odds of also reporting carrying a weapon to school in the last month. Although youth who reported frequent and intense peer victimization in the past year were more likely to report carrying a weapon to school in the last month, this relation was explained by other influential characteristics. Consistent with the predictions of social-cognitive, observational learning theory, this study supports the hypothesis that carrying weapons to school is associated with violent game play. As one of the first studies of its kind, findings should be interpreted cautiously and need to be replicated.
© 2014 Wiley Periodicals, Inc.

Entities:  

Keywords:  adolescence; schools; video games; weapons; youth violence

Mesh:

Year:  2014        PMID: 24464267      PMCID: PMC4513935          DOI: 10.1002/ab.21526

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


  29 in total

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Journal:  Am J Public Health       Date:  1993-11       Impact factor: 9.308

7.  Longitudinal relations between children's exposure to TV violence and their aggressive and violent behavior in young adulthood: 1977-1992.

Authors:  L Rowell Huesmann; Jessica Moise-Titus; Cheryl-Lynn Podolski; Leonard D Eron
Journal:  Dev Psychol       Date:  2003-03

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Journal:  J Pers Soc Psychol       Date:  1987-11

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Journal:  Am J Public Health       Date:  1994-04       Impact factor: 9.308

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  4 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.  The Effects of Video Games on Cognition and Brain Structure: Potential Implications for Neuropsychiatric Disorders.

Authors:  Tahireh A Shams; George Foussias; John A Zawadzki; Victoria S Marshe; Ishraq Siddiqui; Daniel J Müller; Albert H C Wong
Journal:  Curr Psychiatry Rep       Date:  2015-09       Impact factor: 5.285

3.  Longitudinal predictions of young adults' weapons use and criminal behavior from their childhood exposure to violence.

Authors:  L Rowell Huesmann; Eric F Dubow; Paul B Boxer; Brad J Bushman; Cathy S Smith; Meagan A Docherty; Maureen J O'Brien
Journal:  Aggress Behav       Date:  2021-06-19       Impact factor: 2.917

4.  Videogames and guns in adolescents: T ests of a bipartite theory.

Authors:  Ofir Turel
Journal:  Comput Human Behav       Date:  2020-03-29
  4 in total

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