| Literature DB >> 31410869 |
Abstract
Meta-analyses have shown that violent video game play increases aggression in the player. The present research suggests that violent video game play also affects individuals with whom the player is connected. A longitudinal study (N = 980) asked participants to report on their amount of violent video game play and level of aggression as well as how they perceive their friends and examined the association between the participant's aggression and their friends' amount of violent video game play. As hypothesized, friends' amount of violent video game play at Time 1 was associated with the participant's aggression at Time 2 even when controlling for the impact of the participant's aggression at Time 1. Mediation analyses showed that friends' aggression at Time 1 accounted for the impact of friends' amount of violent video game play at Time 1 on the participant's aggression at Time 2. These findings suggest that increased aggression in video game players has an impact on the player's social network.Entities:
Keywords: aggression; contagion; longitudinal data; violent video games
Mesh:
Year: 2019 PMID: 31410869 PMCID: PMC6790614 DOI: 10.1002/ab.21857
Source DB: PubMed Journal: Aggress Behav ISSN: 0096-140X Impact factor: 2.917
Means, standard deviations, and bivariate correlations
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| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | |
|---|---|---|---|---|---|---|---|---|---|---|
| 1. Participant's amount of violent video game play (T1) | 2.74 | 2.09 | — | |||||||
| 2. Participant's aggression (T1) | 1.38 | 0.52 | .15 | .89 | ||||||
| 3. Friends’ amount of violent video game play (T1) | 2.28 | 1.31 | .59 | .18 | .44 | |||||
| 4. Friends’ aggression (T1) | 1.39 | 0.49 | .14 | .69 | .25 | .76 | ||||
| 5. Participant's amount of violent video game play (T2) | 2.50 | 1.93 | .83 | .12 | .55 | .12 | — | |||
| 6. Participant's aggression (T2) | 1.30 | 0.45 | .13 | .50 | .18 | .43 | .14 | .88 | ||
| 7. Friends’ amount of violent video game play (T2) | 2.18 | 1.27 | .55 | .18 | .69 | .22 | .61 | .22 | .51 | |
| 8. Friends’ aggression (T2) | 1.33 | 0.44 | .13 | .40 | .19 | .51 | .13 | .74 | .25 | .79 |
Note: For Time 1, N = 2,502; for Time 2, N = 980. All correlation coefficients: p < .001. Where applicable, α reliabilities are presented along the diagonal.
Figure 1Simple slopes of the interactive effect of friends’ amount of violent video game play and the participant's amount of violent video game play on the participant's aggression, controlling for participant sex and age (Time 1, N = 2,502)
Figure 2Participant's aggression at Time 2 simultaneously predicted by friends’ amount of violent video game play, participant's aggression, and participant's amount of violent video game play at Time 1. Participant sex and age were controlled for, but were not included in the figure (see the main text for the impact of participant sex and age). *p < .01, ** p < .001 (N = 980)
Figure 3Mediation of the impact of friends’ violent video game exposure (VVE) at Time 1 on the participant's aggression at Time 2 by friends’ aggression at Time 1. All paths are significant. β* = the coefficient from friends’ VVE at Time 1 to the participant's aggression at Time 2 when controlling for friends’ aggression at Time 1 (N = 980)