| Literature DB >> 28736940 |
Dale F Hay1, Mark K Johansen1, Peter Daly1, Salim Hashmi1, Charlotte Robinson1, Stephan Collishaw1, Stephanie van Goozen1.
Abstract
Concerns about the relationship between computer games and children's aggression have been expressed for decades, but it is not yet clear whether the content of such games evokes aggression or a prior history of aggression promotes children's interest in aggressive games. Two hundred and sixty-six 7-year-old children from a nationally representative longitudinal sample in the UK played a novel computer game (CAMGAME) in which the child's avatar encountered a series of social challenges that might evoke aggressive, prosocial or neutral behaviour. Aggressive choices during the game were predicted by well-known risk factors for aggressive conduct problems and the children's own early angry aggressiveness as infants. These findings suggest that children who are predisposed to aggression bring those tendencies to virtual as well as real environments.Entities:
Mesh:
Year: 2017 PMID: 28736940 PMCID: PMC5947600 DOI: 10.1111/desc.12576
Source DB: PubMed Journal: Dev Sci ISSN: 1363-755X
Demographic characteristics of the sample during the pregnancy
| Variable | Total sample | Subsample |
|---|---|---|
| Mother's Age at Birth (Mean) | 28.1 | 28.5 |
| Stable Partnerships | 90.4% | 93.3% |
| Marital Status (% married) | 52.9% | 52.3% |
| Ethnicity (% British or Irish) | 92.7% | 93.3% |
| Social Class (% middle class) | 50.9% | 54.5% |
| Mother's Education (% > basic qualifications) | 80.0% | 80.8% |
| Child's Sex (% female) | 43.0% | 43.2% |
| Social Adversity Risk Factor Mean | .00 | −.07 |
Basic educational qualifications are defined as 5 or more pass marks on the national GCSE examinations in the UK or their equivalents. The socioeconomic adversity score for the subsample did not differ significantly from the overall sample recruited in pregnancy.
Vignettes in the game scored for aggressive responses
| Event | Vignette | Aggressive choices | Prosocial choices |
|---|---|---|---|
| First Push Scene |
In the distance, in front of the door leading to the next scene, there is a child from another school. As X walks up the path, X's friends from the red school say, ‘ | X uses the mallet to hit the blue school child | N/A |
| Storyteller Scene | X enters the scene and walks towards an elderly character, the Storyteller, who says, ‘ | X uses the mallet to hit the Storyteller | |
| As X proceeds through this scene to the door, the Storyteller says she is cold and asks, ‘ | X uses the mallet to hit the woodpile to help the Storyteller build a fire | ||
| Cave Scene |
X enters the scene and is pushed back by the blue school children, who say, ‘ | X uses the mallet to hit the blue school child | X walks over to the injured red school friend |
| Ditch Scene |
X walks along the path and hears the red school friends say, ‘ | X uses the mallet to hit the blue school child | X walks to injured red school friend |
| Racing to the Treasure Scene | In this final scene, X is trying to find the entrance to the castle. X encounters the red school friends and the blue school children who are also ‘racing’ to the entrance. There is no taunting speech from the blue school children in this scene. | X uses the mallet to hit the blue school child | N/A |
Intercorrelations amongst study variables
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | |
|---|---|---|---|---|---|---|---|
| 1. Socioeconomic adversity factor | .51 | .46 | .02 | .31 | .26 | .06 | |
| 2. Maternal antisocial behaviour | .47 | .44 | .02 | .23 | .30 | .11 | |
| 3. Prenatal depression | .44 | .33 | .06 | .24 | .22 | .21 | |
| 4. Daily use of computer games | .10 | .23 | .12 | .32 | −.14 | .02 | |
| 5. Infant CICS score | .34 | .31 | .33 | .16 | −.06 | −.01 | |
| 6. Teachers’ aggression ratings | .28 | ,11 | .16+ | .11 | .01 | .13 | |
| 7. Aggressive choices in game | .08 | .10 | .23 | .08 | .22 | .11 | |
| Mean | .00 | 4.43 | .16 | .49 | .00 | 2.88 | .20 |
|
| 1.00 | 4.09 | .37 | .50 | .86 | 5.83 | .24 |
+ p < .10; *p < .05; **p < .01; ***p < .001.
Correlations for girls and boys are presented above and below the diagonal, respectively.
Very early prediction of aggressive choices in the Castell Arth Mawr Adventure Game at age 7 from early risk factors and angry aggressiveness in infancy
| Predictor | B |
| Wald |
|
|
| 95% CI | |
|---|---|---|---|---|---|---|---|---|
| Lower | Upper | |||||||
| Adversity | −.32 | .21 | 2.33 | 1 | .13 | .73 | .48 | 1.09 |
| Mother antisocial | .03 | .04 | .55 | 1 | .46 | 1.03 | .95 | 1.12 |
| Prenatal depression | .97 | .47 | 4.26 | 1 | .04 | 2.64 | 1.05 | 6.62 |
| Male gender | 2.03 | .37 | 30.41 | 1 | .0001 | 7.62 | 3.70 | 15.69 |
| Early CICS score | .45 | .19 | 5.42 | 1 | .02 | 1.56 | 1.07 | 2.28 |
Coefficients in the table are those obtained at the final step of the logistic regression model. The dependent variable is 2+ vs. 0/1 aggressive choices in the game. Nagelkerke R 2 = .26.