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      Metaanalysis of the relationship between violent video game play and physical aggression over time

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      Proceedings of the National Academy of Sciences
      Proceedings of the National Academy of Sciences

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          Abstract

          <p class="first" id="d4943033e176">To clarify and quantify the influence of video game violence (VGV) on aggressive behavior, we conducted a metaanalysis of all prospective studies to date that assessed the relation between exposure to VGV and subsequent overt physical aggression. The search strategy identified 24 studies with over 17,000 participants and time lags ranging from 3 months to 4 years. The samples comprised various nationalities and ethnicities with mean ages from 9 to 19 years. For each study we obtained the standardized regression coefficient for the prospective effect of VGV on subsequent aggression, controlling for baseline aggression. VGV was related to aggression using both fixed [β = 0.113, 95% CI = (0.098, 0.128)] and random effects models [β = 0.106 (0.078, 0.134)]. When all available covariates were included, the size of the effect remained significant for both models [β = 0.080 (0.065, 0.094) and β = 0.078 (0.053, 0.102), respectively]. No evidence of publication bias was found. Ethnicity was a statistically significant moderator for the fixed-effects models ( <i>P</i> ≤ 0.011) but not for the random-effects models. Stratified analyses indicated the effect was largest among Whites, intermediate among Asians, and nonsignificant among Hispanics. Discussion focuses on the implications of such findings for current debates regarding the effects of violent video games on physical aggression. </p>

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          Do Angry Birds Make for Angry Children? A Meta-Analysis of Video Game Influences on Children's and Adolescents' Aggression, Mental Health, Prosocial Behavior, and Academic Performance.

          The issue of whether video games-violent or nonviolent-"harm" children and adolescents continues to be hotly contested in the scientific community, among politicians, and in the general public. To date, researchers have focused on college student samples in most studies on video games, often with poorly standardized outcome measures. To answer questions about harm to minors, these studies are arguably not very illuminating. In the current analysis, I sought to address this gap by focusing on studies of video game influences on child and adolescent samples. The effects of overall video game use and exposure to violent video games specifically were considered, although this was not an analysis of pathological game use. Overall, results from 101 studies suggest that video game influences on increased aggression (r = .06), reduced prosocial behavior (r = .04), reduced academic performance (r = -.01), depressive symptoms (r = .04), and attention deficit symptoms (r = .03) are minimal. Issues related to researchers' degrees of freedom and citation bias also continue to be common problems for the field. Publication bias remains a problem for studies of aggression. Recommendations are given on how research may be improved and how the psychological community should address video games from a public health perspective.
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            The public health risks of media violence: a meta-analytic review.

            To conduct a meta-analytic review of studies that examine the impact of violent media on aggressive behavior and to determine whether this effect could be explained through methodological problems inherent in this research field. A detailed literature search identified peer-reviewed articles addressing media violence effects. Effect sizes were calculated for all studies. Effect sizes were adjusted for observed publication bias. Publication bias was a problem for studies of aggressive behavior, and methodological problems such as the use of poor aggression measures inflated effect size. Once corrected for publication bias, studies of media violence effects provided little support for the hypothesis that media violence is associated with higher aggression. The corrected overall effect size for all studies was r = .08. Results from the current analysis do not support the conclusion that media violence leads to aggressive behavior. It cannot be concluded at this time that media violence presents a significant public health risk.
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              Evidence for publication bias in video game violence effects literature: A meta-analytic review

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                Author and article information

                Journal
                Proceedings of the National Academy of Sciences
                Proc Natl Acad Sci USA
                Proceedings of the National Academy of Sciences
                0027-8424
                1091-6490
                October 02 2018
                October 02 2018
                October 02 2018
                October 02 2018
                : 115
                : 40
                : 9882-9888
                Article
                10.1073/pnas.1611617114
                6176643
                30275306
                e431f3f6-9f14-4b3e-b2e6-cc084c817165
                © 2018
                History

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