208
views
0
recommends
+1 Recommend
0 collections
    0
    shares
      • Record: found
      • Abstract: found
      • Article: found
      Is Open Access

      Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report

      brief-report
      1 , 2 , 3
      Royal Society Open Science
      The Royal Society
      video games, aggression, adolescents, registered report

      Read this article at

          There is no author summary for this article yet. Authors can add summaries to their articles on ScienceOpen to make them more accessible to a non-specialist audience.

          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.

          Related collections

          Most cited references53

          • Record: found
          • Abstract: found
          • Article: not found

          Experimental evidence of massive-scale emotional contagion through social networks.

          Emotional states can be transferred to others via emotional contagion, leading people to experience the same emotions without their awareness. Emotional contagion is well established in laboratory experiments, with people transferring positive and negative emotions to others. Data from a large real-world social network, collected over a 20-y period suggests that longer-lasting moods (e.g., depression, happiness) can be transferred through networks [Fowler JH, Christakis NA (2008) BMJ 337:a2338], although the results are controversial. In an experiment with people who use Facebook, we test whether emotional contagion occurs outside of in-person interaction between individuals by reducing the amount of emotional content in the News Feed. When positive expressions were reduced, people produced fewer positive posts and more negative posts; when negative expressions were reduced, the opposite pattern occurred. These results indicate that emotions expressed by others on Facebook influence our own emotions, constituting experimental evidence for massive-scale contagion via social networks. This work also suggests that, in contrast to prevailing assumptions, in-person interaction and nonverbal cues are not strictly necessary for emotional contagion, and that the observation of others' positive experiences constitutes a positive experience for people.
            Bookmark
            • Record: found
            • Abstract: not found
            • Article: not found

            Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life.

              Bookmark
              • Record: found
              • Abstract: found
              • Article: not found

              A Large-Scale Test of the Goldilocks Hypothesis

              Although the time adolescents spend with digital technologies has sparked widespread concerns that their use might be negatively associated with mental well-being, these potential deleterious influences have not been rigorously studied. Using a preregistered plan for analyzing data collected from a representative sample of English adolescents ( n = 120,115), we obtained evidence that the links between digital-screen time and mental well-being are described by quadratic functions. Further, our results showed that these links vary as a function of when digital technologies are used (i.e., weekday vs. weekend), suggesting that a full understanding of the impact of these recreational activities will require examining their functionality among other daily pursuits. Overall, the evidence indicated that moderate use of digital technology is not intrinsically harmful and may be advantageous in a connected world. The findings inform recommendations for limiting adolescents' technology use and provide a template for conducting rigorous investigations into the relations between digital technology and children's and adolescents' health.
                Bookmark

                Author and article information

                Journal
                R Soc Open Sci
                R Soc Open Sci
                RSOS
                royopensci
                Royal Society Open Science
                The Royal Society
                2054-5703
                February 2019
                13 February 2019
                13 February 2019
                : 6
                : 2
                : 171474
                Affiliations
                [1 ]Oxford Internet Institute, University of Oxford , Oxford OX1 3JS, UK
                [2 ]Department of Experimental Psychology, University of Oxford , Oxford, UK
                [3 ]School of Psychology, Cardiff University , Cardiff, UK
                Author notes
                Author for correspondence: Andrew K. Przybylski e-mail: andy.przybylski@ 123456oii.ox.ac.uk

                Electronic supplementary material is available online at https://dx.doi.org/10.6084/m9.figshare.c.4392665.

                Author information
                http://orcid.org/0000-0001-5547-2185
                Article
                rsos171474
                10.1098/rsos.171474
                6408382
                25481a05-1946-4c13-8e66-a4ce8aea3d22
                © 2019 The Authors.

                Published by the Royal Society under the terms of the Creative Commons Attribution License http://creativecommons.org/licenses/by/4.0/, which permits unrestricted use, provided the original author and source are credited.

                History
                : 26 September 2018
                : 18 January 2019
                Funding
                Funded by: John Fell Fund, University of Oxford, http://dx.doi.org/10.13039/501100004789;
                Award ID: 163/079
                Categories
                1001
                205
                1003
                104
                Psychology and Cognitive Neuroscience
                Registered Report
                Custom metadata
                February, 2019

                video games,aggression,adolescents,registered report
                video games, aggression, adolescents, registered report

                Comments

                Comment on this article