Inviting an author to review:
Find an author and click ‘Invite to review selected article’ near their name.
Search for authorsSearch for similar articles
50
views
0
recommends
+1 Recommend
0 collections
    0
    shares
      • Record: found
      • Abstract: found
      • Article: not found

      The Effects of Pathological Gaming on Aggressive Behavior

      research-article

      Read this article at

      ScienceOpenPublisherPMC
      Bookmark
          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

          Studies have shown that pathological involvement with computer or video games is related to excessive gaming binges and aggressive behavior. Our aims for this study were to longitudinally examine if pathological gaming leads to increasingly excessive gaming habits, and how pathological gaming may cause an increase in physical aggression. For this purpose, we conducted a two-wave panel study among 851 Dutch adolescents (49% female) of which 540 played games (30% female). Our analyses indicated that higher levels of pathological gaming predicted an increase in time spent playing games 6 months later. Time spent playing violent games specifically, and not just games per se, increased physical aggression. Furthermore, higher levels of pathological gaming, regardless of violent content, predicted an increase in physical aggression among boys. That this effect only applies to boys does not diminish its importance, because adolescent boys are generally the heaviest players of violent games and most susceptible to pathological involvement.

          Related collections

          Most cited references29

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

          Human aggression.

          Research on human aggression has progressed to a point at which a unifying framework is needed. Major domain-limited theories of aggression include cognitive neoassociation, social learning, social interaction, script, and excitation transfer theories. Using the general aggression model (GAM), this review posits cognition, affect, and arousal to mediate the effects of situational and personological variables on aggression. The review also organizes recent theories of the development and persistence of aggressive personality. Personality is conceptualized as a set of stable knowledge structures that individuals use to interpret events in their social world and to guide their behavior. In addition to organizing what is already known about human aggression, this review, using the GAM framework, also serves the heuristic function of suggesting what research is needed to fill in theoretical gaps and can be used to create and test interventions for reducing aggression.
            Bookmark
            • Record: found
            • Abstract: not found
            • Article: not found

            A ‘components’ model of addiction within a biopsychosocial framework

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

              Development and Validation of a Game Addiction Scale for Adolescents

                Bookmark

                Author and article information

                Contributors
                +31-20-5256174 , j.s.lemmens@uva.nl,
                p.m.valkenburg@uva.nl,
                j.peter@uva.nl,
                Journal
                J Youth Adolesc
                Journal of Youth and Adolescence
                Springer US (Boston )
                0047-2891
                1573-6601
                13 June 2010
                13 June 2010
                January 2011
                : 40
                : 1
                : 38-47
                Affiliations
                The Amsterdam School of Communication Research ASCoR, University of Amsterdam, Kloveniersburgwal 48, 1012 CX Amsterdam, The Netherlands
                Article
                9558
                10.1007/s10964-010-9558-x
                3003785
                20549320
                1befd443-6e3f-47e0-bf38-d3094c7f18c4
                © The Author(s) 2010
                History
                : 24 March 2010
                : 1 June 2010
                Categories
                Empirical Research
                Custom metadata
                © Springer Science+Business Media, LLC 2011

                Health & Social care
                video games,game addiction,adolescents,pathological gaming,longitudinal,aggression

                Comments

                Comment on this article