| Literature DB >> 32372846 |
Ofir Turel1,2.
Abstract
The possible role of video gaming in imprinting aggressive and specifically gun-related behaviors has been elusive, and findings regarding these associations have been inconsistent. I address this gap by proposing and testing a bipartite theory that can explain inconsistent results regarding the previously assumed linear association between videogames and gun-related behaviors. The theory suggests that this association follows a U-shape. It posits that at low levels of video gaming time, video gaming displaces gun-related behaviors and shelters adolescents by keeping them occupied and by reducing opportunities and motivation to acquire guns. However, at some level of gaming time (because most popular games adolescents play include violent aspects), the assumed imprinting of aggressive behaviors overpowers the positive displacement force, and this can trivialize and naturalize gun-carrying behaviors, and ultimately increase motivation to obtain and carry guns. I tested this theory with two national samples of American adolescents (n1 = 24,779 and n2 = 26,543, out of which 403 and 378, respectively, reported bringing a gun to school in the last month). Multiple analyses supported the proposed U-shaped association. These findings show that the moral panic over video games is largely unsubstantiated, especially among light to moderate gamers.Entities:
Keywords: Adolescents; Displacement hypothesis; Guns; Imprinting hypothesis; Technology and society; Video games
Year: 2020 PMID: 32372846 PMCID: PMC7194872 DOI: 10.1016/j.chb.2020.106355
Source DB: PubMed Journal: Comput Human Behav ISSN: 0747-5632
Fig. 1Research Model and its Theoretical Underpinnings∗.
Sample characteristics.
| 2012 | 2013 | 2014 | 2015 | 2016 | 2017 | Total | |
|---|---|---|---|---|---|---|---|
| Sampled Schools | 268 | 263 | 255 | 261 | 252 | 237 | 1536 |
| Student Response Rate [%] | 89.02 | 89.07 | 89.06 | 87.96 | 89.07 | 86.06 | 88.37 |
| Obtained Sample [Adolescents] | 31,106 | 28,495 | 28,536 | 31,162 | 32,873 | 30,181 | 182,353 |
| Operational Sample∗ | 8873 | 7987 | 7919 | 8885 | 9188 | 8470 | 51,322 |
| Grade distribution [% 8th] | 48.0 | 50.1 | 50.1 | 45.7 | 51.4 | 51.4 | 49.4 |
| Sex distribution [% Female] | 51.7 | 51.3 | 52.4 | 51.4 | 51.6 | 50.4 | 51.5 |
| Video gaming time [hours per Day] (SD) | 1.27 (1.69) | 1.43 (1.81) | 1.53 (1.88) | 1.46 (1.82) | 1.48 (1.81) | 1.48 (1.81) | 1.43 (1.80) |
| Father Education Level (SD) | 4.08 (1.41) | 4.03 (1.43) | 4.01 (1.43) | 4.07 (1.42) | 3.98 (1.43) | 3.94 (1.46) | 4.02 (1.43) |
| Mother Education Level (SD) | 4.29 (1.33) | 4.22 (1.36) | 4.25 (1.36) | 4.29 (1.36) | 4.22 (1.39) | 4.19 (1.42) | 4.24 (1.37) |
| Hours of TV/Day (SD) | 2.09 (1.33) | 2.07 (1.35) | 2.05 (1.36) | 1.92 (1.35) | 1.88 (1.37) | 1.78 (1.35) | 1.96 (1.36) |
| Bringing guns to school [%] | 1.8 | 1.7 | 1.4 | 1.3 | 1.4 | 1.5 | 1.5 |
Fig. 3Bi-variate Association between Daily Video Gaming Time and Frequency of Bringing a Gun to School∗. ∗Bars represent 95% confidence intervals.
Regression models estimates – 2012–2014 dataseta,b,c
| Hierarchical Regression Model (n1 = 24,779) | Logistic Regression Model | |||
|---|---|---|---|---|
| Predictor | Block 1 | Block 2 | Block 3 | |
| Year of Administration | −0.015 (−0.028; −0.001) p < 0.015 | −0.017 (−0.030; −0.003) p < 0.008 | −0.017 (−0.030; −0.002) p < 0.01 | −0.156 (−0.303; −0.016) p < 0.026, Exp(β) = 0.855 |
| Grade | 0.031 (0.007; 0.055) p < 0.013 | 0.030 (0.006; 0.055) p < 0.013 | 0.028 (0.004; 0.053) p < 0.019 | 0.157 (−0.094; 0.4) p < 0.196, Exp(β) = 1.17 |
| Sex | 0.126 (0.102; 0.149) p < 0.001 | 0.124 (0.099; 0.147) p < 0.001 | 0.130 (0.105; 0.154) p < 0.001 | 1.673 (1.411; 2.024) p < 0.001, Exp(β) = 5.326 |
| Father Education | 0.000 (−0.012; 0.013) p < 0.936 | 0.001 (−0.011; 0.013) p < 0.863 | 0.001 (−0.010; 0.014) p < 0.759 | −0.049 (−0.169; 0.075) p < 0.450, Exp(β) = 0.952 |
| Mother Education | −0.008 (−0.020; 0.002) p < 0.157 | −0.008 (−0.019; 0.003) p < 0.161 | −0.008 (−0.019; 0.003) p < 0.163 | −0.072 (−0.18; 0.037) p < 0.230, Exp(β) = 0.931 |
| Daily TV | −0.022 (−0.059; 0.010) p < 0.212 | −0.020 (−0.056; 0.012) p < 0.263 | −0.011 (−0.046; 0.023) p < 0.545 | −0.138 (−0.457; 0.158) p < 0.357, Exp(β) = 0.871 |
| (Daily TV)2 | 0.007 (0.000; 0.015) p < 0.057 | 0.006 (−0.000; 0.014) p < 0.113 | 0.004 (−0.002; 0.012) p < 0.232 | 0.043 (−0.016; 0.102) p < 0.152, Exp(β) = 1.044 |
| Daily Video Gaming | 0.013 (0.004; 0.023) p < 0.003 | −0.051 (−0.081; −0.024) p < 0.001 | −0.514 (−0.876; −0.213) p < 0.001, Exp(β) = 0.598 | |
| (Daily Video Gaming)2 | 0.012 (0.006; 0.017) p < 0.001 | 0.110 (0.058; 0.167) p < 0.001, Exp(β) = 1.116 | ||
| R2†† | 0.6% | 0.7% | 0.9% | 6.6% |
| ΔR2 | 0.6% ( | 0.1% ( | 0.2% ( | NA |
Significant values, at least at p < 0.05, are bolded and italicized.
All cells include unstandardized coefficients, bootstrapping-based 95% bias-corrected confidence intervals for the coefficients, and two-sided p-values.
For the logistic regression model, cells also include e and pseudo R2 (Nagelkerke R Square).
Regression models estimates – 2015–2017 dataseta,b,c
| Hierarchical Regression Model (n2 = 26,543) | Logistic Regression Model | |||
|---|---|---|---|---|
| Predictor | Block 1 | Block 2 | Block 3 | |
| Year of Administration | −0.004 (−0.016; 0.007) p < 0.453 | −0.004 (−0.016; 0.007) p < 0.452 | −0.003 (−0.016; 0.008) p < 0.506 | −0.032 (−0.18; 0.124) p < 0.664, Exp(β) = 0.969 |
| Grade | 0.014 (−0.005; 0.034) p < 0.157 | 0.014 (−0.005; 0.034) p < 0.157 | 0.013 (−0.005; 0.033) p < 0.177 | 0.047 (−0.198; 0.323) p < 0.688, Exp(β) = 1.048 |
| Sex | 0.091 (0.070; 0.112) p < 0.001 | 0.091 (0.070; 0.111) p < 0.001 | 0.097 (0.075; 0.120) p < 0.001 | 1.407 (1.109; 1.744) p < 0.001, Exp(β) = 4.083 |
| Father Education | −0.011 (−0.021; −0.001) p < 0.034 | −0.011 (−0.021; −0.000) p < 0.036 | −0.010 (−0.021; −0.000) p < 0.045 | −0.162 (−0.289; −0.031) p < 0.011, Exp(β) = 0.850 |
| Mother Education | −0.003 (−0.013; 0.006) p < 0.473 | −0.003 (−0.013; 0.006) p < 0.47 | −0.003 (−0.013; 0.006) p < 0.483 | −0.085 (−0.197; 0.034) p < 0.154, Exp(β) = 0.919 |
| Daily TV | −0.021 (−0.050; 0.007) p < 0.134 | −0.021 (−0.050; 0.008) p < 0.149 | −0.014 (−0.043; 0.014) p < 0.304 | 0.001 (−0.335; 0.381) p < 0.993, Exp(β) = 1.001 |
| (Daily TV)2 | 0.007 (0.001; 0.014) p < 0.025 | 0.007 (0.000; 0.014) p < 0.028 | 0.006 (−0.000; 0.012) p < 0.067 | 0.036 (−0.042; 0.103) p < 0.298, Exp(β) = 1.036 |
| Daily Video Gaming | 0.001 (−0.005; 0.009) p < 0.725 | −0.053 (−0.075; −0.031) p < 0.002 | −0.768 (−1.165; −0.442) p < 0.001, Exp(β) = 0.464 | |
| (Daily Video Gaming)2 | 0.010 (0.005; 0.014) p < 0.002 | 0.136 (0.082; 0.2) p < 0.001, Exp(β) = 1.146 | ||
| R2†† | 0.6% | 0.6% | 0.7% | 5.3% |
| ΔR2 | 0.6% ( | 0.0% ( | 0.1% ( | NA |
Significant values, at least at p < 0.05, are bolded and italicized.
All cells include unstandardized coefficients, bootstrapping-based 95% bias-corrected confidence intervals for the coefficients, and two-sided p-values.
For the logistic regression model, cells also include e and pseudo R (Nagelkerke R Square).