Literature DB >> 25007237

Daily violent video game playing and depression in preadolescent youth.

Susan R Tortolero1, Melissa F Peskin, Elizabeth R Baumler, Paula M Cuccaro, Marc N Elliott, Susan L Davies, Terri H Lewis, Stephen W Banspach, David E Kanouse, Mark A Schuster.   

Abstract

Most studies on the impact of playing violent video games on mental health have focused on aggression. Relatively few studies have examined the relationship between playing violent video games and depression, especially among preadolescent youth. In this study, we investigated whether daily violent video game playing over the past year is associated with a greater number of depressive symptoms among preadolescent youth, after controlling for several well-known correlates of depression among youth. We analyzed cross-sectional data collected from 5,147 fifth-grade students and their primary caregivers who participated in Wave I (2004-2006) of Healthy Passages, a community-based longitudinal study conducted in three U.S. cities. Linear regression was conducted to determine the association between violent video game exposure and number of depressive symptoms, while controlling for gender, race/ethnicity, peer victimization, witnessing violence, being threatened with violence, aggression, family structure, and household income level. We found that students who reported playing high-violence video games for ≥2 hours per day had significantly more depressive symptoms than those who reported playing low-violence video games for <2 hours per day (p<0.001). The magnitude of this association was small (Cohen's d=0.16), but this association was consistent across all racial/ethnic subgroups and among boys (Cohen's d values ranged from 0.12 to 0.25). Our findings indicate that there is an association between daily exposure to violent video games and number of depressive symptoms among preadolescent youth. More research is needed to examine this association and, if confirmed, to investigate its causality, persistence over time, underlying mechanisms, and clinical implications.

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Year:  2014        PMID: 25007237      PMCID: PMC4227415          DOI: 10.1089/cyber.2014.0091

Source DB:  PubMed          Journal:  Cyberpsychol Behav Soc Netw        ISSN: 2152-2715


  31 in total

Review 1.  Healthy passages. A multilevel, multimethod longitudinal study of adolescent health.

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Review 2.  Violent video game effects on children and adolescents. A review of the literature.

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Review 6.  The influence of violent media on children and adolescents:a public-health approach.

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9.  Racial and ethnic health disparities among fifth-graders in three cities.

Authors:  Mark A Schuster; Marc N Elliott; David E Kanouse; Jan L Wallander; Susan R Tortolero; Jessica A Ratner; David J Klein; Paula M Cuccaro; Susan L Davies; Stephen W Banspach
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10.  Longitudinal effects of violent video games on aggression in Japan and the United States.

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5.  The relationship between screen-based sedentary behaviors and symptoms of depression and anxiety in youth: a systematic review of moderating variables.

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6.  Infamous Gaming: The Intergroup Bias of Non-gamers in the Chinese Marriage Market.

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7.  Video game disorder and mental wellbeing among university students: a cross-sectional study.

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8.  Reaction time and working memory in gamers and non-gamers.

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Review 9.  Health risk behavior among chronically ill adolescents: a systematic review of assessment tools.

Authors:  Derrick Ssewanyana; Moses Kachama Nyongesa; Anneloes van Baar; Charles R Newton; Amina Abubakar
Journal:  Child Adolesc Psychiatry Ment Health       Date:  2017-07-17       Impact factor: 3.033

10.  The Comorbidity Between Internet Gaming Disorder and Depression: Interrelationship and Neural Mechanisms.

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Journal:  Front Psychiatry       Date:  2018-04-23       Impact factor: 4.157

  10 in total

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