The effect of playing violent video games on adolescents: Should parents be quaking in their boots?

No Thumbnail Available
File version
Author(s)
Unsworth, Gabrielle
Devilly, Grant J
Ward, Tony
Griffith University Author(s)
Primary Supervisor
Other Supervisors
Editor(s)
Date
2007
Size
File type(s)
Location
License
Abstract

Debate regarding the psychological and behavioural effects of playing violent video games has recently led to claims that violent video games increase aggression effects in adolescents, and that this issue has now been settled. However, other researchers have found either no detrimental effects from game playing or even positive (cathartic) effects. In this research we demonstrate that these different conclusions are not mutually exclusive and can be explained by the method of assessment and analytic techniques utilised. We had adolescents play a violent video game (Quake II ) and took measurements of anger both before, during and after game play. The results demonstrated that some people increase, some decrease and the majority show no change in anger ratings. Unlike past research, we also demonstrate that these changes are mediated by the player's feelings immediately prior to game play and a labile temperament - one predisposed to aggression - and that these variables predict people's reactions with an average 73% concordance rate.

Journal Title

Psychology, Crime and Law

Conference Title
Book Title
Edition
Volume

13

Issue

4

Thesis Type
Degree Program
School
Publisher link
Patent number
Funder(s)
Grant identifier(s)
Rights Statement
Rights Statement
Item Access Status
Note
Access the data
Related item(s)
Subject

Criminology

Persistent link to this record
Citation
Collections