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Abstract in inglese di articoli scientifici relativi a correlati dell'uso di Videogiochi

Comment in:

Br J Soc Psychol. 2000 Mar;39 ( Pt 1):147-9.

Video game playing and its relations with aggressive and prosocial behaviour.

Wiegman O, van Schie EG.

Department of Psychology, University of Twente, Enschede, The Netherlands.

In this study of 278 children from the seventh and eighth grade of five elementary schools in Enschede, The Netherlands, the relationship between the amount of time children spent on playing video games and aggressive as well as prosocial behaviour was investigated. In addition, the relationship between the preference for aggressive video games and aggressive and prosocial behaviour was studied. No significant relationship was found between video game use in general and aggressive behaviour, but a significant negative relationship with prosocial behaviour was supported. However, separate analyses for boys and girls did not reveal this relationship. More consistent results were found for the preference for aggressive video games: children, especially boys, who preferred aggressive video games were more aggressive and showed less prosocial behaviour than those with a low preference for these games. Further analyses showed that children who preferred playing aggressive video games tended to be less intelligent.

PMID: 9738313 [PubMed - indexed for MEDLINE]

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Psychol Sci. 2001 Sep;12(5):353-9. Related Articles, Links

Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: a meta-analytic review of the scientific literature.

Anderson CA, Bushman BJ.

Iowa State University, Department of Psychology, Ames 50011-3180, USA. caa@iastate.edu

Research on exposure to television and movie violence suggests that playing violent video games will increase aggressive behavior. A metaanalytic review of the video-game research literature reveals that violent video games increase aggressive behavior in children and young adults. Experimental and nonexperimental studies with males and females in laboratory and field settings support this conclusion. Analyses also reveal that exposure to violent video games increases physiological arousal and aggression-related thoughts and feelings. Playing violent video games also decreases prosocial behavior.

Publication Types:

Meta-Analysis

PMID: 11554666 [PubMed - indexed for MEDLINE]

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Arch Pediatr Adolesc Med. 2001 Jan;155(1):17-23. Related Articles, Links

Comment in:

Arch Pediatr Adolesc Med. 2001 Jan;155(1):13-4.

Effects of reducing children's television and video game use on aggressive behavior: a randomized controlled trial.

Robinson TN, Wilde ML, Navracruz LC, Haydel KF, Varady A.

Department of Pediatrics and Center for Research in Disease Prevention, Stanford University School of Medicine, 1000 Welch Rd, Palo Alto, CA 94304, USA. tom.robinson@stanford.edu

CONTEXT: The relationship between exposure to aggression in the media and children's aggressive behavior is well documented. However, few potential solutions have been evaluated. OBJECTIVE: To assess the effects of reducing television, videotape, and video game use on aggressive behavior and perceptions of a mean and scary world. DESIGN: Randomized, controlled, school-based trial. SETTING: Two sociodemographically and scholastically matched public elementary schools in San Jose, Calif. PARTICIPANTS: Third- and fourth-grade students (mean age, 8.9 years) and their parents or guardians. INTERVENTION: Children in one elementary school received an 18-lesson, 6-month classroom curriculum to reduce television, videotape, and video game use. MAIN OUTCOME MEASURES: In September (preintervention) and April (postintervention) of a single school year, children rated their peers' aggressive behavior and reported their perceptions of the world as a mean and scary place. A 60% random sample of children were observed for physical and verbal aggression on the playground. Parents were interviewed by telephone and reported aggressive and delinquent behaviors on the child behavior checklist. The primary outcome measure was peer ratings of aggressive behavior. RESULTS: Compared with controls, children in the intervention group had statistically significant decreases in peer ratings of aggression (adjusted mean difference, -2.4%; 95% confidence interval [CI], -4.6 to -0.2; P =.03) and observed verbal aggression (adjusted mean difference, -0.10 act per minute per child; 95% CI, -0.18 to -0.03; P =.01). Differences in observed physical aggression, parent reports of aggressive behavior, and perceptions of a mean and scary world were not statistically significant but favored the intervention group. CONCLUSIONS: An intervention to reduce television, videotape, and video game use decreases aggressive behavior in elementary schoolchildren. These findings support the causal influences of these media on aggression and the potential benefits of reducing children's media use.

Publication Types:

Clinical Trial

Randomized Controlled Trial

PMID: 11177057 [PubMed - indexed for MEDLINE]

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Griffiths MD. Related Articles, Links

Video game violence and aggression: comments on 'Video game playing and its relations with aggressive and prosocial behaviour' by O. Wiegman and E. G. M. van Schie.

Br J Soc Psychol. 2000 Mar;39 ( Pt 1):147-9. No abstract available.

PMID: 10774533 [PubMed - indexed for MEDLINE]

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Biomedica. 2002 Dec;22 Suppl 2:398-406. Related Articles, Links

The relationship between violent video games, acculturation, and aggression among Latino adolescents.

Escobar-Chaves SL, Kelder S, Orpinas P.

Center for Health Promotion and Prevention Research, School of Public Health, University of Texas Health Science Center at Houston, Houston, Texas, USA. SOLEDAD.L.ESCOBAR-CHAVES@UTH.TMC.EDU

Multiple factors are involved in the occurrence of aggressive behavior. The purpose of this study was to evaluate the hypotheses that Latino middle school children exposed to higher levels of video game playing will exhibit a higher level of aggression and fighting compared to children exposed to lower levels and that the more acculturated middle school Latino children will play more video games and will prefer more violent video games compared to less acculturated middle school Latino children. This study involved 5,831 students attending eight public schools in Texas. A linear relationship was observed between the time spent playing video games and aggression scores. Higher aggression scores were significantly associated with heavier video playing for boys and girls (p < 0.0001). The more students played video games, the more they fought at school (p < 0.0001). As Latino middle school students were more acculturated, their preference for violent video game playing increased, as well as the amount of time they played video games. Students who reported speaking more Spanish at home and with their friends were less likely to spend large amounts of time playing video games and less likely to prefer violent video games (p < 0.05).

PMID: 12596459 [PubMed - indexed for MEDLINE]

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J Adolesc. 2004 Feb;27(1):113-22. Related Articles, Links

An update on the effects of playing violent video games.

Anderson CA.

Department of Psychology, W112 Lagomarcino Hall, Iowa State University, Ames, IA 50011-3180, USA. caa@iastate.edu

This article presents a brief overview of existing research on the effects of exposure to violent video games. An updated meta-analysis reveals that exposure to violent video games is significantly linked to increases in aggressive behaviour, aggressive cognition, aggressive affect, and cardiovascular arousal, and to decreases in helping behaviour. Experimental studies reveal this linkage to be causal. Correlational studies reveal a linkage to serious, real-world types of aggression. Methodologically weaker studies yielded smaller effect sizes than methodologically stronger studies, suggesting that previous meta-analytic studies of violent video games underestimate the true magnitude of observed deleterious effects on behaviour, cognition, and affect.

Publication Types:

Meta-Analysis

PMID: 15013264 [PubMed - indexed for MEDLINE]

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J Pers Soc Psychol. 2000 Apr;78(4):772-90. Related Articles, Links

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

Anderson CA, Dill KE.

Department of Psychology, University of Missouri-Columbia, USA. caa@iastate.edu

Two studies examined violent video game effects on aggression-related variables. Study 1 found that real-life violent video game play was positively related to aggressive behavior and delinquency. The relation was stronger for individuals who are characteristically aggressive and for men. Academic achievement was negatively related to overall amount of time spent playing video games. In Study 2, laboratory exposure to a graphically violent video game increased aggressive thoughts and behavior. In both studies, men had a more hostile view of the world than did women. The results from both studies are consistent with the General Affective Aggression Model, which predicts that exposure to violent video games will increase aggressive behavior in both the short term (e.g., laboratory aggression) and the long term (e.g., delinquency).

PMID: 10794380 [PubMed - indexed for MEDLINE]

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J Adolesc. 2004 Feb;27(1):41-52. Related Articles, Links

Exposure to violent video games increases automatic aggressiveness.

Uhlmann E, Swanson J.

Department of Psychology, Yale University; 2 Hillhouse Avenue, New Haven, CT 06520, USA. eric.uhlmann@yale.edu

The effects of exposure to violent video games on automatic associations with the self were investigated in a sample of 121 students. Playing the violent video game Doom led participants to associate themselves with aggressive traits and actions on the Implicit Association Test. In addition, self-reported prior exposure to violent video games predicted automatic aggressive self-concept, above and beyond self-reported aggression. Results suggest that playing violent video games can lead to the automatic learning of aggressive self-views.

PMID: 15013259 [PubMed - indexed for MEDLINE]

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J Adolesc. 2004 Feb;27(1):5-22. Related Articles, Links

The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance.

Gentile DA, Lynch PJ, Linder JR, Walsh DA.

National Institute on Media and the Family, 606 24th Avenue South, Suite 606, Minneapolis, MN 55454, USA. dgentile@iastate.edu

Video games have become one of the favorite activities of American children. A growing body of research is linking violent video game play to aggressive cognitions, attitudes, and behaviors. The first goal of this study was to document the video games habits of adolescents and the level of parental monitoring of adolescent video game use. The second goal was to examine associations among violent video game exposure, hostility, arguments with teachers, school grades, and physical fights. In addition, path analyses were conducted to test mediational pathways from video game habits to outcomes. Six hundred and seven 8th- and 9th-grade students from four schools participated. Adolescents who expose themselves to greater amounts of video game violence were more hostile, reported getting into arguments with teachers more frequently, were more likely to be involved in physical fights, and performed more poorly in school. Mediational pathways were found such that hostility mediated the relationship between violent video game exposure and outcomes. Results are interpreted within and support the framework of the General Aggression Model.

Publication Types:

Multicenter Study

PMID: 15013257 [PubMed - indexed for MEDLINE]

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J Pers Soc Psychol. 2000 Apr;78(4):772-90. Related Articles, Links

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

Anderson CA, Dill KE.

Department of Psychology, University of Missouri-Columbia, USA. caa@iastate.edu

Two studies examined violent video game effects on aggression-related variables. Study 1 found that real-life violent video game play was positively related to aggressive behavior and delinquency. The relation was stronger for individuals who are characteristically aggressive and for men. Academic achievement was negatively related to overall amount of time spent playing video games. In Study 2, laboratory exposure to a graphically violent video game increased aggressive thoughts and behavior. In both studies, men had a more hostile view of the world than did women. The results from both studies are consistent with the General Affective Aggression Model, which predicts that exposure to violent video games will increase aggressive behavior in both the short term (e.g., laboratory aggression) and the long term (e.g., delinquency).

PMID: 10794380 [PubMed - indexed for MEDLINE]

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J Adolesc. 2004 Feb;27(1):53-69. Related Articles, Links

Playing violent electronic games, hostile attributional style, and aggression-related norms in German adolescents.

Krahe B, Moller I.

Department of Psychology, University of Potsdam, Postfach 60 15 53, D-14415 Potsdam, Germany. krahe@rz.uni-potsdam.de

The relationship was examined between exposure to and preference for violent electronic games and aggressive norms as well as hostile attributional style. Following a pilot study to sample widely used electronic games varying in violent content, 231 eighth-grade adolescents in Germany reported their use of and attraction to violent electronic games. They also completed measures of hostile attributional style and endorsement of aggressive norms. There were significant gender differences in usage and attraction to violent electronic games, with boys scoring higher than girls. Significant relationships were found between attraction to violent electronic games and the acceptance of norms condoning physical aggression. Violent electronic games were linked indirectly to hostile attributional style through aggressive norms. The findings are discussed with respect to North American research on the aggression-enhancing effect of violent electronic games.

PMID: 15013260 [PubMed - indexed for MEDLINE]

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Acad Psychiatry. 2004 Summer;28(2):144-50. Related Articles, Links

Media violence research and youth violence data: why do they conflict?

Olson CK.

Harvard Medical School Center for Mental Health and Media, Massachusetts General Hospital Department of Psychiatry, 271 Waverley Oaks Rd., Waltham, MA 02452-8403, USA. Cheryl_olson@hms.harvard.edu

OBJECTIVE: Contrary to media headlines and public perceptions, there is little evidence of a substantial link between exposure to violent interactive games and serious real-life violence or crime. CONCLUSION: Further research is needed on whether violent games may affect less dramatic but real concerns such as bullying, fighting, or attitudes and beliefs that support aggression, as well as how effects may vary by child characteristics and types of games. There is also a need for research on the potential benefits of violent games for some children and adults.

PMID: 15298868 [PubMed - indexed for MEDLINE]

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Psychol Sci. 2001 Sep;12(5):353-9. Related Articles, Links

Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: a meta-analytic review of the scientific literature.

Anderson CA, Bushman BJ.

Iowa State University, Department of Psychology, Ames 50011-3180, USA. caa@iastate.edu

Research on exposure to television and movie violence suggests that playing violent video games will increase aggressive behavior. A metaanalytic review of the video-game research literature reveals that violent video games increase aggressive behavior in children and young adults. Experimental and nonexperimental studies with males and females in laboratory and field settings support this conclusion. Analyses also reveal that exposure to violent video games increases physiological arousal and aggression-related thoughts and feelings. Playing violent video games also decreases prosocial behavior.

Publication Types:

Meta-Analysis

PMID: 11554666 [PubMed - indexed for MEDLINE]

___

Pediatrics. 2001 Nov;108(5):1222-6. Related Articles, Links

American Academy of Pediatrics. Media violence. Committee on Public Education.

Committee on Public Education.

The American Academy of Pediatrics recognizes exposure to violence in media, including television, movies, music, and video games, as a significant risk to the health of children and adolescents. Extensive research evidence indicates that media violence can contribute to aggressive behavior, desensitization to violence, nightmares, and fear of being harmed. Pediatricians should assess their patients' level of media exposure and intervene on media-related health risks. Pediatricians and other child health care providers can advocate for a safer media environment for children by encouraging media literacy, more thoughtful and proactive use of media by children and their parents, more responsible portrayal of violence by media producers, and more useful and effective media ratings.

Publication Types:

Guideline

Practice Guideline

PMID: 11694708 [PubMed - indexed for MEDLINE]

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Psychol Rep. 1998 Apr;82(2):475-80. Related Articles, Links

Dependence on computer games by adolescents.

Griffiths MD, Hunt N.

Psychology Division, Nottingham Trent University, United Kingdom.

As computer game playing is a popular activity among adolescents, a questionnaire study was undertaken with 387 adolescents (12-16 years of age) to establish their "dependence" using a scale adapted from the DSM-III-R criteria for pathological gambling. Analysis indicated that one in five adolescents were currently "dependent" upon computer games. Boys played significantly more regularly than girls and were more likely to be classified as "dependent." The earlier children began playing computer games it appeared the more likely they were to be playing at "dependent" levels. These and other results are discussed in relation to research on other gaming dependencies.

PMID: 9621722 [PubMed - indexed for MEDLINE]

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Wien Klin Wochenschr. 2005 Mar;117(5-6):188-95. Related Articles, Links

Comment in:

Wien Klin Wochenschr. 2005 Mar;117(5-6):173-5.

[Excessive computer usage in adolescents--results of a psychometric evaluation]

[Article in German]

Grusser SM, Thalemann R, Albrecht U, Thalemann CN.

Interdisziplinare Suchtforschungsgruppe Berlin, Institut fur Medizinische Psychologie, Charite--Universitatsmedizin Berlin, Berlin, Deutschland. sabine.gruesser@charite.de

Excessive computer and video game playing among children is being critically discussed from a pedagogic and public health point of view. To date, no reliable data for this phenomenon in Germany exists. In the present study, the excessive usage of computer and video games is seen as a rewarding behavior which can, due to learning mechanisms, become a prominent and inadequate strategy for children to cope with negative emotions like frustration, uneasiness and fears. In the survey, 323 children ranging in age from 11 to 14 years were asked about their video game playing behavior. Criteria for excessive computer and video game playing were developed in accordance with the criteria for dependency and pathological gambling (DSM-IV, ICD-10). Data show that 9.3% (N = 30) of the children fulfill all criteria for excessive computer and video game playing. Furthermore, these children differ from their class mates with respect to watching television, communication patterns, the ability to concentrate in school lectures and the preferred strategies coping with negative emotions. In accordance with findings in studies about substance-related addiction, data suggest that excessive computer and video game players use their excessive rewarding behavior specifically as an inadequate stress coping strategy.

Publication Types:

Clinical Trial

PMID: 15875758 [PubMed - indexed for MEDLINE]

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Sleep. 2004 Feb 1;27(1):101-4. Related Articles, Links

Comment in:

Sleep. 2004 Feb 1;27(1):15-6.

Television viewing, computer game playing, and Internet use and self-reported time to bed and time out of bed in secondary-school children.

Van den Bulck J.

Katholieke Universiteit Leuven, Belgium. jan.vandenbulck@soc.kuleuven.ac.be

OBJECTIVE: To investigate the relationship between the presence of a television set, a gaming computer, and/or an Internet connection in the room of adolescents and television viewing, computer game playing, and Internet use on the one hand, and time to bed, time up, time spent in bed, and overall tiredness in first- and fourth-year secondary-school children on the other hand. METHODS: A random sample of students from 15 schools in Flanders, Belgium, yielded 2546 children who completed a questionnaire with questions about media presence in bedrooms; volume of television viewing, computer game playing, and Internet use; time to bed and time up on average weekdays and average weekend days; and questions regarding the level of tiredness in the morning, at school, after a day at school, and after the weekend. RESULTS: Children with a television set in their rooms went to bed significantly later on weekdays and weekend days and got up significantly later on weekend days. Overall, they spent less time in bed on weekdays. Children with a gaming computer in their rooms went to bed significantly later on weekdays. On weekdays, they spent significantly less time in bed. Children who watched more television went to bed later on weekdays and weekend days and got up later on weekend days. They spent less time in bed on weekdays. They reported higher overall levels of being tired. Children who spent more time playing computer games went to bed later on weekdays and weekend days and got up later on weekend days. On weekdays, they actually got up significantly earlier. They spent less time in bed on weekdays and reported higher levels of tiredness. Children who spent more time using the Internet went to bed significantly later during the week and during the weekend. They got up later on weekend days. They spent less time in bed during the week and reported higher levels of tiredness. Going out was also significantly related to sleeping later and less. CONCLUSION: Concerns about media use should not be limited to television. Computer game playing and Internet use are related to sleep behavior as well. Leisure activities that are unstructured seem to be negatively related to good sleep patterns. Imposing more structure (eg, end times) might reduce impact.

PMID: 14998244 [PubMed - indexed for MEDLINE]

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JAMA. 2004 Feb 18;291(7):856-65. Related Articles, Links

Content and ratings of teen-rated video games.

Haninger K, Thompson KM.

Center on Media and Child Health, Children's Hospital, Boston, Mass, USA.

CONTEXT: Children's exposure to violence, blood, sexual themes, profanity, substances, and gambling in the media remains a source of public health concern. However, content in video games played by older children and adolescents has not been quantified or compared with the rating information provided to consumers by the Entertainment Software Rating Board (ESRB). OBJECTIVES: To quantify and characterize the content in video games rated T (for "Teen") and to measure the agreement between the content observed in game play and the ESRB-assigned content descriptors displayed on the game box. DESIGN AND SETTING: We created a database of all 396 T-rated video game titles released on the major video game consoles in the United States by April 1, 2001, to identify the distribution of games by genre and to characterize the distribution of ESRB-assigned content descriptors. We randomly sampled 80 video game titles (which included 81 games because 1 title included 2 separate games), played each game for at least 1 hour, quantitatively assessed the content, and compared the content we observed with the content descriptors assigned by the ESRB. MAIN OUTCOME MEASURES: Depictions of violence, blood, sexual themes, gambling, and alcohol, tobacco, or other drugs; whether injuring or killing characters is rewarded or is required to advance in the game; characterization of gender associated with sexual themes; and use of profanity in dialogue, lyrics, or gestures. RESULTS: Analysis of all content descriptors assigned to the 396 T-rated video game titles showed 373 (94%) received content descriptors for violence, 102 (26%) for blood, 60 (15%) for sexual themes, 57 (14%) for profanity, 26 (7%) for comic mischief, 6 (2%) for substances, and none for gambling. In the random sample of 81 games we played, we found that 79 (98%) involved intentional violence for an average of 36% of game play, 73 (90%) rewarded or required the player to injure characters, 56 (69%) rewarded or required the player to kill, 34 (42%) depicted blood, 22 (27%) depicted sexual themes, 22 (27%) contained profanity, 12 (15%) depicted substances, and 1 (1%) involved gambling. Our observations of 81 games match the ESRB content descriptors for violence in 77 games (95%), for blood in 22 (27%), for sexual themes in 16 (20%), for profanity in 14 (17%), and for substances in 1 (1%). Games were significantly more likely to depict females partially nude or engaged in sexual behaviors than males. Overall, we identified 51 observations of content that could warrant a content descriptor in 39 games (48%) in which the ESRB had not assigned a content descriptor. We found that the ESRB assigned 7 content descriptors for 7 games (9%) in which we did not observe the content indicated within 1 hour of game play. CONCLUSIONS: Content analysis suggests a significant amount of content in T-rated video games that might surprise adolescent players and their parents given the presence of this content in games without ESRB content descriptors. Physicians and parents should be aware that popular T-rated video games may be a source of exposure to a wide range of unexpected content.

PMID: 14970065 [PubMed - indexed for MEDLINE]

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JAMA. 2001 Aug 1;286(5):591-8. Related Articles, Links

Comment in:

JAMA. 2001 Oct 24-31;286(16):1971-2.

Violence in E-rated video games.

Thompson KM, Haninger K.

Harvard School of Public Health, Harvard Center for Risk Analysis, 718 Huntington Ave, Boston, MA 02115, USA. kimt@hsph.harvard.edu

CONTEXT: Children's exposure to violence, alcohol, tobacco and other substances, and sexual messages in the media are a source of public health concern; however, content in video games commonly played by children has not been quantified. OBJECTIVES: To quantify and characterize the depiction of violence, alcohol, tobacco and other substances, and sex in video games rated E (for "Everyone"), analogous to the G rating of films, which suggests suitability for all audiences. DESIGN: We created a database of all existing E-rated video games available for rent or sale in the United States by April 1, 2001, to identify the distribution of games by genre and to characterize the distribution of content descriptors associated with these games. We played and assessed the content of a convenience sample of 55 E-rated video games released for major home video game consoles between 1985 and 2000. MAIN OUTCOME MEASURES: Game genre; duration of violence; number of fatalities; types of weapons used; whether injuring characters or destroying objects is rewarded or is required to advance in the game; depiction of alcohol, tobacco and other substances; and sexual content. RESULTS: Based on analysis of the 672 current E-rated video games played on home consoles, 77% were in sports, racing, or action genres and 57% did not receive any content descriptors. We found that 35 of the 55 games we played (64%) involved intentional violence for an average of 30.7% of game play (range, 1.5%-91.2%), and we noted significant differences in the amount of violence among game genres. Injuring characters was rewarded or required for advancement in 33 games (60%). The presence of any content descriptor for violence (n = 23 games) was significantly correlated with the presence of intentional violence in the game (at a 5% significance level based on a 2-sided Wilcoxon rank-sum test, t(53) = 2.59). Notably, 14 of 32 games (44%) that did not receive a content descriptor for violence contained acts of violence. Action and shooting games led to the largest numbers of deaths from violent acts, and we found a significant correlation between the proportion of violent game play and the number of deaths per minute of play. We noted potentially objectionable sexual content in 2 games and the presence of alcohol in 1 game. CONCLUSIONS: Content analysis suggests a significant amount of violence in some E-rated video games. The content descriptors provide some information to parents and should be used along with the rating, but the game's genre also appears to play a role in the amount of violent play. Physicians and parents should understand that popular E-rated video games may be a source of exposure to violence and other unexpected content for children and that games may reward the players for violent actions.

PMID: 11476663 [PubMed - indexed for MEDLINE]

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Arch Pediatr Adolesc Med. 2000 Dec;154(12):1248-57. Related Articles, Links

Reducing adolescents' aggressive and hostile behaviors: randomized trial effects of a brief family intervention 4 years past baseline.

Spoth RL, Redmond C, Shin C.

Institute for Social and Behavioral Research, ISU Research Park, Building 2, 2625 North Loop Drive, Suite 500, Iowa State University, Ames, IA 50010-8296, USA. rlspoth@iastate.edu

OBJECTIVE: To examine the long-term effects of a brief family intervention on aggressive and hostile behaviors of adolescents in the general population. DESIGN: Randomized trial including 22 public schools assigned to the Iowa Strengthening Families Program or a control condition. Analyses supported sample representativeness and failed to show differential attrition effects 4 years after baseline. INTERVENTION: Seven-session intervention for parents and their sixth-grade children. MEASURES: The multi-informant, multimethod measures included independent observer ratings of adolescent aggressive and hostile behaviors in adolescent-parent interactions, family-member report of aggressive and hostile behaviors in those interactions, and adolescent self-report of aggressive and destructive conduct across settings. Data were collected during the 6th (preintervention and postintervention), 7th, 8th, and 10th grades. RESULTS: All measures showed a generally positive trend in intervention-control group differences over time. During 10th grade, significant intervention-control differences were found for adolescent self-report of aggressive and destructive conduct (P =. 01), with relative reduction rates ranging from 31.7% to 77.0%. Significant differences were shown for observer-rated aggressive and hostile behaviors in adolescent-parent interactions (P =.01); differences in family member reports of those behaviors were not significant. Supplemental analyses of both interactional behavior measures, specific to parent sex, indicated significant experimental group differences in interactions with mothers (P =.04 for both measures) but not with fathers. CONCLUSIONS: Brief family competency-training interventions designed for general populations can reduce aggressive and hostile behaviors in adolescents' interactions with parents and adolescent aggressive behaviors outside of the home setting. Thus, this type of intervention has important public health implications. Arch Pediatr Adolesc Med. 2000;154:1248-1257.

Publication Types:

Clinical Trial

Randomized Controlled Trial

PMID: 11115311 [PubMed - indexed for MEDLINE]