| Literature DB >> 30891250 |
Andrew K Przybylski1,2, Netta Weinstein3.
Abstract
In this study, we investigated the extent to which adolescents who spend time playing violent video games exhibit higher levels of aggressive behaviour when compared with those who do not. A large sample of British adolescent participants (n = 1004) aged 14 and 15 years and an equal number of their carers were interviewed. Young people provided reports of their recent gaming experiences. Further, the violent contents of these games were coded using official EU and US ratings, and carers provided evaluations of their adolescents' aggressive behaviours in the past month. Following a preregistered analysis plan, multiple regression analyses tested the hypothesis that recent violent game play is linearly and positively related to carer assessments of aggressive behaviour. Results did not support this prediction, nor did they support the idea that the relationship between these factors follows a nonlinear parabolic function. There was no evidence for a critical tipping point relating violent game engagement to aggressive behaviour. Sensitivity and exploratory analyses indicated these null effects extended across multiple operationalizations of violent game engagement and when the focus was on another behavioural outcome, namely, prosocial behaviour. The discussion presents an interpretation of this pattern of effects in terms of both the ongoing scientific and policy debates around violent video games, and emerging standards for robust evidence-based policy concerning young people's technology use.Entities:
Keywords: adolescents; aggression; registered report; video games
Year: 2019 PMID: 30891250 PMCID: PMC6408382 DOI: 10.1098/rsos.171474
Source DB: PubMed Journal: R Soc Open Sci ISSN: 2054-5703 Impact factor: 2.963
A priori estimation of required sample size.
| Input | |
| effect size | 0.042 |
| | 0.05 |
| power (1 − | 0.99 |
| number of predictors | 1 |
| Output | |
| non-centrality parameter | 18.46 |
| critical | 3.86 |
| numerator d.f. | 1 |
| denominator d.f. | 441 |
| total sample size | 443 |
| actual power | 0.99 |
Figure 1.Games featuring this PEGI violent content badge were coded as having violent content.
Observed zero-order correlations between study variables.
| 1. | 2. | 3. | 4. | 5. | 6. | 7. | 8. | 9. | |
|---|---|---|---|---|---|---|---|---|---|
| 1. female | — | ||||||||
| 2. aggressive behaviour | −0.094** | — | |||||||
| 3. overall game engagement | −0.133** | 0.111** | — | ||||||
| 4. plays any violent games | −0.194** | −0.149** | 0.242** | — | |||||
| 5. violent game engagement | −0.148** | 0.078* | 0.851** | 0.461** | — | ||||
| 6. trait physical aggression | −0.111** | 0.622** | 0.135** | −0.063* | 0.108** | — | |||
| 7. trait verbal aggression | −0.013 | 0.592** | 0.083* | −0.034 | 0.064 | 0.751** | — | ||
| 8. trait anger | −0.016 | 0.616** | 0.099** | −0.056 | 0.086* | 0.769** | 0.854** | — | |
| 9. trait hostility | 0.004 | 0.538** | 0.057 | −0.067* | 0.028 | 0.687** | 0.773** | 0.756** | — |
| 10. subjective game engagement | −0.341** | 0.247** | 0.469** | 0.178** | 0.434** | 0.289** | 0.260** | 0.244** | 0.198** |
**p < 0.001 and *p < 0.01.
Confirmatory hypothesis tests examining the relationship between adolescent's violent video game engagement and carer's ratings of adolescent's aggressive behaviour. The primary analysis uses an operationalization of violent video game engagement based on the amount of time participants devoted to games that PEGI has assigned a violent content badge. The sensitivity analysis adds information derived from PEGI age rating to operationalize violent game content.
| primary analysis | sensitivity analysis | ||||||||||||
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| unstandardized slopes | standardized slopes | variance | unstandardized slopes | standardized slopes | variance | ||||||||
| model | predictor variables | b | 95% LL | 95% UL | b | 95% LL | 95% UL | ||||||
| Step 1 | gender | −0.021 | −0.235 | 0.194 | −0.005 | 0.849 | 0.000 | −0.013 | −0.260 | 0.234 | −0.003 | 0.918 | 0.000 |
| physical aggression | 0.588 | 0.442 | 0.734 | 0.330 | 0.000 | 0.046 | 0.598 | 0.431 | 0.766 | 0.337 | 0.000 | 0.051 | |
| verbal aggression | 0.191 | −0.009 | 0.391 | 0.106 | 0.061 | 0.003 | 0.300 | 0.067 | 0.533 | 0.170 | 0.012 | 0.007 | |
| trait anger | 0.482 | 0.286 | 0.678 | 0.267 | 0.000 | 0.017 | 0.351 | 0.121 | 0.581 | 0.199 | 0.003 | 0.009 | |
| trait hostility | 0.070 | −0.086 | 0.226 | 0.038 | 0.379 | 0.001 | 0.045 | −0.132 | 0.222 | 0.025 | 0.619 | 0.000 | |
| Step 2 | violent video game engagement (linear) | 0.009 | −0.037 | 0.056 | 0.011 | 0.688 | 0.000 | −0.001 | −0.021 | 0.019 | −0.004 | 0.899 | 0.000 |
| Step 3 | violent video game engagement (parabolic) | 0.002 | −0.007 | 0.011 | 0.028 | 0.624 | 0.000 | 0.000 | −0.002 | 0.001 | −0.013 | 0.851 | 0.000 |
Exploratory analyses examining the effects of examining the relationship between adolescent's violent video game engagement and carer's ratings of adolescent's aggressive behaviour and prosocial behaviour.
| unstandardized slopes | standardized slopes | variance | ||||||
|---|---|---|---|---|---|---|---|---|
| outcomes | model | predictor variables | 95% LL | 95% UL | ||||
| aggressive behaviour | Step 1 | gender | −0.021 | −0.235 | 0.194 | −0.005 | 0.849 | 0.000 |
| physical aggression | 0.588 | 0.442 | 0.734 | 0.330 | 0.000 | 0.046 | ||
| verbal aggression | 0.191 | −0.009 | 0.391 | 0.106 | 0.061 | 0.003 | ||
| trait anger | 0.482 | 0.286 | 0.678 | 0.267 | 0.000 | 0.017 | ||
| trait hostility | 0.070 | −0.086 | 0.226 | 0.038 | 0.379 | 0.001 | ||
| Step 2 | violent video game engagement (linear) | −0.001 | −0.056 | 0.055 | −0.001 | 0.980 | 0.000 | |
| Step 3 | violent video game engagement (parabolic) | 0.011 | −0.001 | 0.023 | 0.104 | 0.067 | 0.003 | |
| prosocial behaviour | Step 1 | gender | 0.660 | 0.350 | 0.969 | 0.144 | 0.000 | 0.020 |
| physical aggression | −0.340 | −0.551 | −0.129 | −0.166 | 0.002 | 0.011 | ||
| verbal aggression | −0.239 | −0.527 | 0.049 | −0.115 | 0.104 | 0.003 | ||
| trait anger | −0.122 | −0.404 | 0.161 | −0.059 | 0.398 | 0.001 | ||
| trait hostility | −0.116 | −0.341 | 0.110 | −0.055 | 0.315 | 0.001 | ||
| Step 2 | violent video game engagement (linear) | 0.023 | −0.043 | 0.090 | 0.024 | 0.493 | 0.001 | |
| Step 3 | violent video game engagement (parabolic) | 0.002 | −0.010 | 0.015 | 0.028 | 0.701 | 0.000 | |