Literature DB >> 29093050

Screen Violence and Youth Behavior.

Craig A Anderson1, Brad J Bushman2,3, Bruce D Bartholow4, Joanne Cantor5, Dimitri Christakis6, Sarah M Coyne7, Edward Donnerstein8, Jeanne Funk Brockmyer9, Douglas A Gentile10, C Shawn Green5, Rowell Huesmann11, Tom Hummer12, Barbara Krahé13, Victor C Strasburger14, Wayne Warburton15, Barbara J Wilson16, Michele Ybarra17.   

Abstract

Violence in screen entertainment media (ie, television, film, video games, and the Internet), defined as depictions of characters (or players) trying to physically harm other characters (or players), is ubiquitous. The Workgroup on Media Violence and Violent Video Games reviewed numerous meta-analyses and other relevant research from the past 60 years, with an emphasis on violent video game research. Consistent with every major science organization review, the Workgroup found compelling evidence of short-term harmful effects, as well as evidence of long-term harmful effects. The vast majority of laboratory-based experimental studies have revealed that violent media exposure causes increased aggressive thoughts, angry feelings, physiologic arousal, hostile appraisals, aggressive behavior, and desensitization to violence and decreases prosocial behavior (eg, helping others) and empathy. Still, to more fully understand the potential for long-term harm from media violence exposure, the field is greatly in need of additional large-sample, high-quality, longitudinal studies that include validated measures of media violence exposure and measures of other known violence risk factors. Also, although several high-quality media violence intervention studies have been conducted, larger-scale studies with more comprehensive and longer-term assessments are needed to fully understand long-term effects and to inform the development of tools that will help to reduce problems associated with aggression and violence. The evidence that violent screen media constitutes a causal risk factor for increased aggression is compelling. Modern social-cognitive theories of social behavior provide useful frameworks for understanding how and why these effects occur.
Copyright © 2017 by the American Academy of Pediatrics.

Entities:  

Mesh:

Year:  2017        PMID: 29093050     DOI: 10.1542/peds.2016-1758T

Source DB:  PubMed          Journal:  Pediatrics        ISSN: 0031-4005            Impact factor:   7.124


  15 in total

Review 1.  Les médias numériques : la promotion d'une saine utilisation des écrans chez les enfants d'âge scolaire et les adolescents.

Authors: 
Journal:  Paediatr Child Health       Date:  2019-09-05       Impact factor: 2.253

2.  Anhedonia, screen time, and substance use in early adolescents: A longitudinal mediation analysis.

Authors:  Georgia Christodoulou; Anuja Majmundar; Chih-Ping Chou; Mary Ann Pentz
Journal:  J Adolesc       Date:  2019-12-05

Review 3.  Anti-anger Effects of Herbal Medicine: A Mini-Review of Rat Studies.

Authors:  Chan-Young Kwon; Hyo-Weon Suh; Jong Woo Kim; Sun-Yong Chung
Journal:  Chin J Integr Med       Date:  2022-01-27       Impact factor: 1.978

4.  Uptake and Acceptability of MyChoices: Results of a Pilot RCT of a Mobile App Designed to Increase HIV Testing and PrEP Uptake Among Young American MSM.

Authors:  Katie B Biello; Salvatore R Daddario; Jonathan Hill-Rorie; Donna Futterman; Patrick S Sullivan; Lisa Hightow-Weidman; Jeb Jones; Matthew J Mimiaga; Kenneth H Mayer
Journal:  AIDS Behav       Date:  2022-07-13

5.  A Pilot RCT Evaluating InThistoGether, an mHealth HIV Prevention Program for Ugandan Youth.

Authors:  Michele L Ybarra; Edgar Agaba; Novatus Nyemara
Journal:  AIDS Behav       Date:  2021-05-07

6.  An Explanatory Model for the Relationship between Motivation in Sport, Victimization, and Video Game Use in Schoolchildren.

Authors:  Manuel Castro-Sánchez; Ramón Chacón-Cuberos; José Luis Ubago-Jiménez; Edson Zafra-Santos; Félix Zurita-Ortega
Journal:  Int J Environ Res Public Health       Date:  2018-08-29       Impact factor: 3.390

7.  The relationships between video game experience and cognitive abilities in adolescents.

Authors:  Mustafa Özçetin; Funda Gümüştaş; Yakup Çağ; İnci Zaim Gökbay; Ahu Özmel
Journal:  Neuropsychiatr Dis Treat       Date:  2019-05-08       Impact factor: 2.570

8.  Pathologic Use of Video Games and Motivation: Can the Gaming Motivation Scale (GAMS) Predict Depression and Trait Anxiety?

Authors:  Sara Peracchia; Fabio Presaghi; Giuseppe Curcio
Journal:  Int J Environ Res Public Health       Date:  2019-03-20       Impact factor: 3.390

9.  Evaluation of video game playing status in school-age children with various variables.

Authors:  Beril Aydın; Ayşe Oflu; Sıdıka Songül Yalçın
Journal:  Turk Arch Pediatr       Date:  2021-01-06

10.  A Mobile Game (Safe City) Designed to Promote Children's Safety Knowledge and Behaviors: Protocol for a Randomized Controlled Trial.

Authors:  Rosa S Wong; Keith Ts Tung; Hiu Tung Wong; Frederick Kw Ho; Hing Sang Wong; King-Wa Fu; Ting Chuen Pong; Ko Ling Chan; Chun Bong Chow; Patrick Ip
Journal:  JMIR Res Protoc       Date:  2020-06-12
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