| Literature DB >> 31150072 |
Justin H Chang1, Brad J Bushman1,2.
Abstract
Importance: Among resource-rich countries, the United States has the highest rate of child mortality by unintentional firearm use. Objective: To test whether children's exposure to violent video games increases dangerous behavior around firearms. Design, Setting, and Participants: This randomized clinical trial was set in a university laboratory and included pairs of children aged 8 to 12 years who knew each other. Of 313 participants who signed up, 250 were tested (2 arrived without partners, 61 did not arrive to participate). Of the 250 children tested, 8 were excluded (2 did not complete the study, 2 had participated in a related study, and 4 were outliers). Each child was paid $25. Data were collected July 1, 2017, to July 31, 2018. Interventions: In a 3-group randomized design, pairs of children played or watched 1 of 3 versions of the game Minecraft for 20 minutes: (1) violent with guns, (2) violent with swords, or (3) nonviolent. The pairs of children were then placed in a different room and were told they could play with toys and games for 20 minutes. A cabinet in the room contained 2 hidden disabled handguns with counters for trigger pulls. Play sessions were videotaped. Main Outcomes and Measures: Main outcomes were touching a handgun, seconds spent holding a handgun, and number of trigger pulls (including at oneself or the partner). Control variables included sex, age, trait aggressiveness, exposure to violent media, attitudes toward guns, presence of firearms in the home, interest in firearms, and whether the child had taken a firearm safety course.Entities:
Mesh:
Year: 2019 PMID: 31150072 PMCID: PMC6547242 DOI: 10.1001/jamanetworkopen.2019.4319
Source DB: PubMed Journal: JAMA Netw Open ISSN: 2574-3805
Figure. Flow Diagram of Participants
Descriptive Statistics for Participant Covariates Stratified by Video Game Condition
| Variable | Condition, No. (%) | ||
|---|---|---|---|
| Nonviolent (n = 70) | Sword Violence (n = 74) | Gun Violence (n = 76) | |
| Sex | |||
| Male | 36 (51.4) | 48 (64.8) | 45 (59.2) |
| Female | 34 (48.6) | 26 (35.1) | 31 (40.8) |
| Age, y | |||
| 8 | 14 (20.0) | 14 (18.9) | 23 (30.3) |
| 9 | 18 (25.7) | 11 (14.9) | 10 (13.2) |
| 10 | 10 (14.3) | 24 (32.4) | 14 (18.4) |
| 11 | 16 (22.9) | 14 (18.9) | 12 (15.8) |
| 12 | 11 (15.7) | 11 (14.9) | 17 (22.4) |
| Mean (SD) | 9.9 (1.4) | 10.0 (1.3) | 9.9 (1.6) |
| Race/ethnicity | |||
| White | 53 (76.8) | 54 (73.0) | 56 (73.7) |
| Black | 9 (13.0) | 8 (10.8) | 8 (10.5) |
| Hispanic | 2 (2.9) | 3 (4.1) | 0 |
| Asian | 0 | 1 (1.4) | 2 (2.6) |
| Other | 5 (7.2) | 8 (10.8) | 10 (13.2) |
| Trait aggressiveness, mean (SD) | 0.70 (0.51) | 0.69 (0.43) | 0.82 (0.43) |
| Violent media exposure, mean (SD) | 6.44 (1.76) | 6.69 (1.97) | 6.48 (1.93) |
| Attitudes toward guns, mean (SD) | 3.07 (0.63) | 3.02 (0.62) | 2.88 (0.59) |
| Have a firearm in the home | |||
| No | 39 (55.7) | 49 (67.1) | 49 (65.3) |
| Yes | 31 (44.3) | 24 (32.9) | 26 (34.7) |
| Predicted interest in firearms | |||
| Not at all interested | 19 (27.5) | 18 (24.7) | 13 (17.1) |
| Sort of interested | 16 (23.2) | 12 (16.4) | 27 (35.5) |
| A little interested | 16 (23.2) | 12 (16.4) | 11 (14.5) |
| Somewhat interested | 12 (17.4) | 24 (32.9) | 18 (23.7) |
| Very much interested | 6 (8.7) | 7 (9.6) | 7 (9.2) |
| Mean (SD) | 1.6 (1.3) | 1.9 (1.4) | 1.7 (1.3) |
| Took firearm safety course | 16 (23.2) | 17 (24.6) | 20 (28.2) |
One parent or guardian did not provide this information on their child. Thus, these numbers are based on 219 rather than 220 participants.
Range, 0 to 3; higher scores indicate more frequent aggressive behavior.
Scored by multiplying frequency of engagement with media score (range, 1-3; higher scores indicate greater frequency) and media violence rating score (range, 1-7; higher scores indicating more violent content). Total scores range, 1 to 21.
Range, 0 to 4; higher scores indicate stricter attitudes toward guns.
Two parents or guardians did not provide information for their child on predicted interest in firearms. Thus, the numbers are based on 218 rather than 220 participants.
Range, 0 to 4; higher scores indicate more interest.
Twenty-nine parents or guardians did not provide information on having taken a firearm safety course. Thus, the numbers are based on 191 rather than 220 participants.
Comparison of Participants’ Ratings of Video Games in the 3 Video Game Conditions
| Assessment | Mean (SE) | |||
|---|---|---|---|---|
| Nonviolent (n = 70) | Sword Violence (n = 74) | Gun Violence (n = 76) | ||
| Played the game before, No. (%) | 64 (91.4) | 67 (90.5) | 69 (90.8) | .98b |
| Seen another play the game before, No. (%) | 67 (95.7) | 68 (91.9) | 70 (92.1) | .60b |
| I am familiar with the game | 2.90 (0.17) | 2.82 (0.15) | 2.89 (0.13) | .92 |
| I liked the game | 2.73 (0.16) | 2.57 (0.13) | 2.46 (0.15) | .43 |
| The game was exciting | 2.17 (0.15) | 2.18 (0.13) | 2.07 (0.15) | .82 |
| The game was boring | 2.96 (0.13) | 2.99 (0.11) | 2.79 (0.15) | .51 |
| The game was fun | 2.51 (0.16) | 2.42 (0.14) | 2.32 (0.15) | .64 |
| I was part of the action | 1.94 (0.15) | 1.85 (0.15) | 1.78 (0.17) | .76 |
| The game was violent | 0.47 (0.10) | 1.22 (0.13) | 1.50 (0.13) | <.001 |
| I want to play more of the game | 2.49 (0.18) | 2.23 (0.18) | 2.17 (0.16) | .39 |
| A friend would want to play more | 2.14 (0.16) | 2.29 (0.16) | 2.45 (0.15) | .39 |
| No. of chests opened | 29.71 (2.52) | 17.94 (1.81) | 15.87 (1.55) | <.001 |
| No. of monsters killed | NA | 4.97 (0.78) | 4.53 (0.78) | .69 |
Abbreviation: NA, not applicable.
P values are based on Fisher exact test for count data or 1-way analysis of variance with 2 df in the numerator and 217 df in the denominator. bP value calculated with a χ2 test.
Range, 0 to 4, with 0 indicating not at all and 4, very much.
Fisher least significant difference test found that the sword and gun violence conditions were significantly more violent than the nonviolent condition but were not significantly different from each other.
Based on 1-way analysis of variance with 6 df in the numerator and 216 df in the denominator because of missing values.
Only half of the participants played the game, so for these values, n = 35 for the nonviolent condition, n = 37 for the sword violence condition, and n = 38 for the gun violence condition.
Fisher least significant difference test based on 2 df in the numerator and 105 df in the denominator found that significantly more chests were opened in the nonviolent condition than in the other 2 conditions.
Based on a 2-tailed t test with 1 df in the numerator and 72 df in the denominator because only two-thirds of the players were able to kill monsters.
Statistics for Total Trigger Pulls, Pulling Trigger at Self or Partner, Touching a Handgun, and Seconds Holding a Handgun by Video Game Condition
| Outcome | Nonviolent (n = 70) | Sword Violence (n = 74) | Gun Violence (n = 76) | |
|---|---|---|---|---|
| Total trigger pulls | ||||
| Mean (SE) | 2.14 (0.99) | 3.20 (1.13) | 7.62 (2.13) | .03 |
| Adjusted median (IQR) | 2.99 (1.52) | 3.56 (1.81) | 10.14 (5.15) | |
| Trigger pulls at self or partner | ||||
| Mean (SE) | 0.14 (0.11) | 1.41 (0.66) | 3.05 (1.04) | .02 |
| Median (IQR) | 0.19 (0.06) | 1.50 (0.49) | 3.44 (1.13) | |
| Touched handgun, No. (%) | 31 (44.3) | 42 (56.7) | 47 (61.8) | .09 |
| Time handling a handgun, s | ||||
| Mean (SE) | 25.36 (9.34) | 65.74 (17.87) | 64.96 (12.43) | .07 |
| Median (IQR) | 36.10 (19.44) | 71.68 (38.59) | 91.49 (49.26) |
Abbreviation: IQR, interquartile range.
P values are based on Fisher exact test for count data or 1-way analysis of variance tests with 2 df as the numerator and 217 df as the denominator.
The gun violence condition had significantly more trigger pulls than the other 2 conditions.
The gun violence condition was significantly different from the nonviolent condition but not the sword violence condition.
The nonviolent condition was significantly lower than the other 2 conditions.
Negative Binomial Regression Models
| Parameter | Incidence Rate Ratio (95% CI) | |||||
|---|---|---|---|---|---|---|
| Trigger Pulls | Trigger Pulls at Self or Other | Time With Handgun | ||||
| Model 1 | Model 2 | Model 3 | Model 4 | Model 5 | Model 6 | |
| Nonviolent condition | 1.47 (0.37-5.84) | 1.66 (0.03-94.62) | 0.13 (0.02-0.96) | 0 (0-0.17) | 16.66 (6.88-40.34) | 581.38 (17.82-18 971.73) |
| Gun violence condition | 3.39 (0.80-14.29) | 2.36 (0.40-13.77) | 18.36 (2.21-152.51) | 6.89 (1.15-41.23) | 2.53 (0.90-7.17) | 2.56 (0.78-8.37) |
| Sword violence condition | 1.19 (0.26-5.39) | 2.45 (0.36-16.78) | 8.01 (0.89-71.97) | 12.23 (1.90-78.70) | 1.99 (0.64-6.14) | 2.99 (0.81-11.10) |
| Sex | 2.03 (0.83-4.99) | 0.65 (0.19-2.16) | 1.49 (0.69-3.24) | 0.75 (0.25-2.26) | 2.17 (1.07-4.38) | 1.12 (0.57-2.22) |
| Attitude toward guns | NA | 0.27 (0.10-0.74) | NA | 0.81 (0.29-2.26) | NA | 0.40 (0.20-0.82) |
| Trait aggression | NA | 13.52 (3.14-58.29) | NA | 25.69 (5.92-111.39) | NA | 4.22 (1.62-11.02) |
| Violent media exposure | NA | 1.40 (1.00-1.98) | NA | 1.88 (1.29-2.72) | NA | 1.04 (0.84-1.28) |
| Predicted interest in guns | NA | 2.83 (1.79-4.47) | NA | 2.75 (1.87-4.03) | NA | 1.65 (1.22-2.23) |
| Age | NA | 0.80 (0.59-1.09) | NA | 0.68 (0.52-0.88) | NA | 0.74 (0.58-0.95) |
| Took a firearm safety course | NA | 0.15 (0.03-0.80) | NA | 3.27 (0.38-22.33) | NA | 0.10 (0.03-0.35) |
| Any guns in the home | NA | 0.84 (0.14-5.06) | NA | 0.05 (0.01-0.38) | NA | 1.76 (0.63-4.93) |
Abbreviation: NA, not applicable.
Models 1, 3, and 5 are reduced models, and models 2, 4, and 6 are full models.