New Perspectives on Violent Media Use in Adolescence: Risk, Protection, and the Moderation and Mediation of Effects on Behavior Symposium presented to the 2008 conference of the Society for Research on Adolescence, Chicago, IL Paul Boxer, Rutgers University and the University of Michigan Merle E. Hamburger, Centers for Disease Control Symposium CoCo-Chairs Why new perspectives? The current landscape of violent media looks very different from how it once looked… Violent characters in the early days of the mass visual media Gunsmoke Paladin 1 Why new perspectives? The current landscape of violent media looks very different from how it once looked… Contemporary violent characters in the mass visual media 24 Bourne Identity Why new perspectives? The current landscape of violent media looks very different from how it once looked… Berzerk! Characters from the early days of violent video games Chuck Norris Superkicks 2 Why new perspectives? The current landscape of violent media looks very different from how it once looked… Grand Theft Auto Characters from contemporary violent video games Bully Some important gaps to fill Examination of mediation and moderation of violent media effects during adolescence, via demographic and cognitive/personality factors Expansion of methodology to incorporate youth samples at varying levels of developmental risk, with broader range of behavioral outcomes 3 Papers included Violent Media Effects on Violent and Nonviolent Antisocial Behavior in Delinquent Adolescents and High School Students – Paul Boxer, L. Rowell Huesmann, Maureen J. O’ O’Brien, and Dominic C. Moceri The Relation of Violent Video Game Play to Aggressive Behavior and Cognition in Adolescence: Contextual and Personal Moderators – Brad J. Bushman, L. Rowell Huesmann, Craig A. Anderson, Douglas A. Gentile, and Maureen J. O’ O’Brien Papers included Family Rules and Parental Monitoring in the Association between Adolescents’ Violent Video Game Play and Engagement in Violence – Merle Hamburger, Michele Ybarra, Philip Leaf, and Marie DienerDiener-West Developmental and Sex Differences across Adolescence in Playing Web-Based Violent Video Games – Eric F. Dubow, Dubow, Jason A. Drummond, and Kelly M. Lister 4 After the conference Please visit the web link below to download PDF versions of today’s presentations… http://rcgd.isr.umich.edu/aggr 5 Violent Media Effects on Violent and Nonviolent Antisocial Behavior in Delinquent Adolescents and High School Students Paul Boxer Rutgers University and University of Michigan L. Rowell Huesmann, Maureen J. O’Brien, and Dominic C. Moceri University of Michigan Paper presented to the 2008 conference of the Society for Research on Adolescence, Chicago, IL Acknowledgements Cooperative agreement U49U49-CE000207 from the Centers for Disease Control – PI Rowell Huesmann (Michigan); CoCo-PIs Paul Boxer (Rutgers), Brad Bushman (Michigan), Tom Johnson (Indiana State); Consultants Craig Anderson (Iowa State), Doug Gentile (Iowa State) State of Michigan Department of Community Health Michigan state juvenile detention centers: Maxey Boys Training School and Adrian Girls Training School Michigan county juvenile detention centers: Washtenaw Children’ Children’s Center, Maurice Spear Lenawee County Center Michigan schools: Milan, Flint, Redford Aggression Research Program interviewer team Andrea Kaye and Amelia Deschamps, Deschamps, data processing Participating youth, parents, teachers, and facility staff 1 Media Violence and Aggression From Bushman & Anderson (2001), American Psychologist The evidence base Meta-analytic and comprehensive narrative reviews confirm media violence / aggression link (Anderson et al., 2003; Bushman & Huesmann, 2006) Experimental and longitudinal research suggest that violent media consumption increases aggression and not vice versa 2 E.g., Oak Park Longitudinal Study, Huesmann, Moise-Titus, Podolski, & Eron, 2003 Where the evidence is lacking Experimental research usually relies on analog indicators (lab models) to estimate media effects on behavior – E.g., noise blasts, shocks Field research usually relies on normative samples with limited data on confirmed “high aggressors” – E.g., violent criminals, juvenile delinquents Thus media effects research has been based on limited range and scope of actual aggressive or violent behaviors 3 Typical explanatory models Media violence exposure accounts for short and long term aggressive outcomes (Bushman & Huesmann, 2006): – Situational stimulus effects via arousal, cognitive priming, and immediate modeling – LongLong-term, generalized socialization and desensitization effects via observational learning and repeated exposures/arousals Individual characteristics such as sex, trait aggressiveness, and identification with aggressive actors exacerbate violent media effects (Anderson et al., 2003) Goals of this research Advance understanding of how exposure to violent media relates to subsequent severe aggressive, delinquent, and criminal behavior in adolescence. Assess violent and nonviolent antisocial behavior in samples of youth including individuals known to engage in this behavior. – Violent antisocial behavior: Acts that cause or have the potential to cause serious injury. – Nonviolent antisocial behavior: Antisocial acts that may or may not be physically aggressive but fall short of causing serious injury Sample delinquent and normative populations to ensure wider variability in measures of violent behavior. 4 Methods CrossCross-sectional surveys of youth, their parents/guardians, and their teachers/staff. – Incarcerated adolescent delinquents – High school students from communities of varying risk Individual interviews for youth on computers or paper with minimal opportunities for anyone to see their answers Guided recall questions inquiring retrospectively about media use at earlier times Multiple selfself-report socialsocial-cognitive and behavioral measures of aggression and violence Teacher (staff) and parent reports about the youth’ youth’s behaviors Participants Overall N = 820 (60% male; 45% ethnic/racial minority) – Juvenile delinquent sample (n = 390) By sex: 287 males, 103 females By ethnicity: 212 White, 105 Black/Af Black/Af--Am, 73 other Mean age = 15.55 years (SD = 1.53 years; range = 1010-20 years) CrossCross-informant reports: 343 staff, 334 parents/guardians – High school sample (n = 430) By sex: 208 males, 222 females By ethnicity: 232 White, 164 Black/Af Black/Af--Am, 34 other Mean age = 16.83 years (SD = .71 years; range = 1515-20 years) CrossCross-informant reports: 373 teachers, 390 parents/guardians – Total of 803 youth with at least one other informant 5 Participants Demographic differences in sampling by population type: – Significantly greater proportion of males in the delinquent sample Χ2 (1)=54.4, p < .001 – High school sample significantly older t (536.6) = 15.19, p < .001 (corrected for variance inequality; greater spread in delinquent group) – No significant difference in sampling of white/non-white youth Χ2 (1)=.58, p = .81 Key Measures: Aggressive and Delinquent Behavior Measure Source/alpha/# Source/alpha/# items Sample item Delinquency Scale (Elliott & Huizinga, 1980) Youth, a = .94 (22 items) “How often since you have been a teenager have you tried to steal a bike… bike…?” (0 = never… never… 4 = 5 or more times) BussBuss-Perry Aggression Questionnaire – Phys Agg (Buss & Perry, 1995) Youth, a = .80 (8 items) “If I have to resort to violence to protect my rights, I will” will” (0 = not at all true… true… 4 = very true of me) Severe Physical Aggression Scale (Lefkowitz et al., 1977) Youth, a = .80 (4 items; logged) “How often since you have been a teenager have you threatened or cut someone with a knife or threatened or shot at someone with a gun? (0 = never… never… 3 = 3 or more times) Strengths & Difficulties Questionnaire Conduct Problems Scale (Goodman, 2000) Parent, a = .86 Teacher/staff, a = (5 items) “Often fights with other youth or bullies them” them” (0 = not true… true… 2 = certainly true) Predictions of Peer Noms of Aggression (Huesmann et al., 1994) Teacher/staff, a = .94 (10 items) “How many of this youth’ youth’s peers would say that he/she is someone who pushes or shoves others?” others?” (0%... 100%) Serious Aggressive and Injurious Behavior Survey (Huesmann et al., 2004) Parent, a = .87, kr20 = .86 (two 15 item scales) Teacher/staff, a = .82 (5 items) “How often does this youth use a weapon against another youth or an adult?” adult?” (0 = never… never… 4 = every day) [parents add:] “Did this ever result in serious injury?” injury?” (yes/no) 6 Key Measures: Exposure to violent media (Past [Childhood] & Current) Measure Computation Television series violence consumption Mean violence ratings of three “favorite” favorite” television series Videos/Films violence consumption Violence ratings of three “favorite” favorite” videos/movies on TV or in theater Video game (including computer) violence consumption Violence ratings of three “favorite” favorite” video/computer games Total violent media consumption Average of violence scores for favorite TV series, Video/Movie, and Video Games Note: Media titles derived through self-report; violence ratings made by trained coders on scale anchored by 0 (no violence) through 4 (frequent, intense visual interpersonal violence). Validity of criterion measures: Differences by sample, females only Delinquents High school students N M (SD) N M (SD) p Self BussBuss-Perry Severe physical Delinquency 102 102 102 21.86 (8.87) .35 (.17) 29.94 (20.35) 222 222 222 14.72 (7.46) .20 (.14) 10.75 (10.23) < .001 < .001 < .001 Teacher Predictions peer noms SDQSDQ-Conduct problems Serious Aggression 92 91 92 .24 (.22) 3.11 (2.75) .51 (.86) 192 192 189 .05 (.09) 1.06 (1.61) .06 (.23) < .001 < .001 < .001 Parent Serious Aggression – Behavior Serious Aggression – Injury SDQSDQ-Conduct problems 92 77 91 .41 (.35) 1.56 (2.06) 5.91 (2.87) 200 81 196 .08 (.13) .22 (.59) 1.44 (1.85) < .001 < .001 < .001 Measures 7 Validity of criterion measures: Differences by sample, males only Delinquents High school students N M (SD) N M (SD) p Self BussBuss-Perry Severe physical Delinquency 285 284 284 20.40 (7.96) .35 (.16) 32.16 (22.26) 207 204 206 17.50 (7.62) .26 (.16) 15.41 (13.41) < .001 < .001 < .001 Teacher Predictions peer noms SDQSDQ-Conduct problems Serious Aggression 251 250 248 .16 (.18) 3.36 (2.43) .33 (.72) 181 176 176 .07 (.12) 1.34 (1.89) .07 (.26) < .001 < .001 < .001 Parent Serious Aggression – Behavior Serious Aggression – Injury SDQSDQ-Conduct problems 242 192 242 .32 (.37) 1.29 (1.74) 5.05 (2.53) 190 91 186 .08 (.12) .21 (.51) 1.30 (1.67) < .001 < .001 < .001 Measures Cross-informant correlations among criterion measures, females only Measure 1 2 3 4 5 6 Self 1 BussBuss-Perry 2 Severe physical 3 Delinquency .64** .60** .69** - Teacher 4 Predictions peer noms 5 SDQSDQ-Conduct problems 6 Serious Aggression .38** .38** .29** .29** .33** .34** .41** .40** .38** .77** .58** .66** - Parent 7 Serious Aggression – Behavior 8 Serious Aggression – Injury 9 SDQSDQ-Conduct problems .29** .33** .36** .27** .32** .31** .31** .29** .43** .38** .32** .41** .34** .40** .42** .24** .27** .32** 7 8 9 .66** .75** .50** - Cross-informant r values in gold. 8 Cross-informant correlations among criterion measures, males only Measure 1 2 3 4 5 6 Self 1 BussBuss-Perry 2 Severe physical 3 Delinquency .59** .53** .70** - Teacher 4 Predictions peer noms 5 SDQSDQ-Conduct problems 6 Serious Aggression .21** .25** .14** .17** .23** .22** .21** .30** .24** .77** .50** .52** Parent 7 Serious Aggression – Behavior 8 Serious Aggression – Injury 9 SDQSDQ-Conduct problems - .15** .06 .27** .14** .12* .25** .10* .09 .34** .15** .14* .24** .26** .19** .41** .15** .15* .23** 7 8 9 .69** .57** .38** - Cross-informant r values in gold. Measurement models of violent and nonviolent antisocial behavior SPAGL youth SAB teacher SAB parent VIOL Chi-sq/df = .076 SAI parent RMSE = .000 (.000-.060) Pclose = .920 CFI = 1.00 NFI = 1.00 9 Measurement models of violent and nonviolent antisocial behavior BPAG youth DELQ youth NVIOL SDCP parent Chi-sq/df = 1.299 RMSE = .019 (.000-.065) SDCP teacher Pclose = .835 CFI = .999 NFI = .997 PNOM teacher Validity of factor scores generated by measurement model and regression imputation Violent Overall model F (3, 816) = 86.979, p < .001, partial η2 = .242 0.05 0.04 0.03 0.02 0.01 Male 0 Female -0.01 -0.02 -0.03 -0.04 Driven by substantial main effect of sample, p < .001, partial η2 = .227 Delq HS Modest sex by sample interaction (p < .01, partial η2 = .015) suggests Delq females > males, reversed trend in HS students All measurement modeling and imputation performed via AMOS version 7.0. 10 Validity of factor scores generated by measurement model and regression imputation Overall model F (3, 816) = 214.253, p < .001, partial η2 = .441 Driven by substantial main effect of sample, p < .001, partial η2 = .413 Nonviolent 2.5 2 1.5 1 0.5 Male 0 Female -0.5 Modest sex by sample interaction (p < .05, partial η2 = .007) suggests Delq females > males, reversed trend in HS students -1 -1.5 -2 -2.5 Delq HS Does exposure to violent media account for serious antisocial behavior? 11 Childhood and adolescent violent media preferences predict violent and nonviolent antisocial behavior VIOL Variables/step Step 1 β NVIOL Step 2 β Step 1 β Step 2 β Step 1 Sex (0=female, 1=male) Age in years .133*** -.172*** -.002 -.168*** .176*** -.333*** .068+ -.330*** Step 2 Past media violence Current media violence (.19**) (.12**) .185*** .118** (.16**) (.14**) .134*** .114*** .049*** (.067**) .045*** .147*** (.064**) .030*** R2 change for step ( ) = Media violence scores entered without sex/age controls. Adolescent violent media preference predicts delinquency status Delinquent status (0 = HS, 1 = delinquent) Step 1 OR Step 1 CI Step 1 Sex (0=female, 1=male) Age in years 3.587*** .349*** 2.5 - 5.1 .29 - .42 Step 2 Past media violence Current media violence (1.350*) (1.714***) (1.1 – 1.7) 1.150 (1.4 – 2.2) 1.374* Variables/step Step 2 OR 2.691*** .347*** Step 2 CI 1.8 – 4.0 .29 - .42 .86 – 1.5 1.1 – 1.8 ( ) = Media violence scores entered without sex/age controls. 12 Does exposure to violent media account for serious antisocial behavior in the presence of major risk factors? Key Measures: Other measured risk factors Measure Alpha Sample item Psychopathology – Psychoticism and Depression scales – Brief Symptom Inventory (Derogatis, Derogatis, 1994) PSY a = .76 (5 items); DEP a = .86 (6 items) PSY: “How much have you been bothered by the idea that someone else can control your thoughts?” thoughts?” .. DEP: “How much have you been bothered by feeling no interest in things?” things?” (0 = not at all… all… 4 = extremely) Neighborhood violence exposure, lifetime (Attar, Guerra, & Tolan, Tolan, 1994) Kr20 = .75 (8 items) “Have you seen anyone beaten, shot, or really hurt?” hurt?” CallousCallous-unemotional (CU) traits – Inventory of CU traits (Frick, 2004) a = .81 (24 items) “I do not care if I get into trouble.” trouble.” (0 = not at all true… true… 4 = definitely true) Academic skills – Wide Range Achievement Test, Arithmetic subtest (Wilkinson, 1993) NA Basic addition/subtraction through algebra and calculus Note: All self-report. 13 Childhood/adolescent violent media preferences predict violent behavior in the presence of other risk factors VIOL Variables/step Step 1 Sex (0=female, 1=male) Age in years Step 1 β .140*** -.164*** Step 2 BSIBSI-Psychoticism BSIBSI-Depression Neighborhood violence CallousCallous-Unemotional traits WRATWRAT-Arithmetic Past media violence Current media violence R2 change for step NVIOL Step 2 β -.010 -.099** Step 1 β .191*** -.325*** .247*** .105** -.247*** -.007 .214*** .255*** .225*** -.148*** .064+ .050 .072 .109* .264*** .204*** -.065* .119** .074* .048*** Step 2 β .147*** .255*** Violent media preferences do not predict delinquency in the presence of other risk factors Delinquent status (0 = HS, 1 = delinquent) Variables/step Step 1 Sex (0=female, 1=male) Age in years Step 2 BSIBSI-Psychoticism BSIBSI-Depression Neighborhood violence CallousCallous-Unemotional traits WRATWRAT-Arithmetic Past media violence Current media violence Step 1 OR 3.849*** .349*** Step 1 CI Step 2 OR Step 2 CI 2.7 - 5.5 .29 - .42 5.070*** .336*** 3.1 – 8.2 .28 - .41 1.043 1.088** 1.295** 1.271** .956 .999 1.205+ .97 - 1.1 1.02 - 1.2 1.1 - 1.6 1.1 – 1.5 .94 - .97 .72 – 1.4 .97 – 1.5 14 Childhood violent media preferences predict violent behavior while controlling nonviolent antisocial behavior VIOL Variables/step Step 1 Sex (0=female, 1=male) Age in years Step 1 β .140*** -.164*** Step 2 NVIOL Past media violence Current media violence R2 change for step Step 2 β -.052 .073** .730*** .088** .035 .048*** .533*** Does exposure to violent media account for socialcognitive factors linked to serious antisocial behavior? 15 Key Measures: Social-cognitive variables Measure Alpha Sample item Normative beliefs about aggression (Huesmann & Guerra, 1997) a = .91 (20 items) “In general, is it OK for kids your age to take their anger out on others using physical force?” force?” (1 = really wrong… wrong… 4 = perfectly okay) “Do you sometimes have daydreams about hitting or hurting somebody you don’ don’t like?” like?” (0 = never… never… 3 = often) Aggressive fantasies a= .81 (4 (Huesmann & Eron, Eron, 1986) items) Note: All self-report. Correlations among social-cognitive variables and criterion composites Measure 1 2 SocialSocial-cognitive 1 Normative beliefs 2 Aggressive fantasy -.34** -- Criterion 3 Violent behavior 4 Nonviol behavior .27** .33** .39** .39** 3 4 -.72** -- 16 Childhood/adolescent violent media preferences predict social-cognitive beliefs in adolescence NormBel Variables/step Step 2 Β Step 1 Β Step 1 Sex (0=female, 1=male) Age in years .083* -.073* Step 2 Past media violence Current media violence R2 change for step AggFant -.003 -.073* Step 1 Β .055 -.003 .197*** -.025 .013** .029*** Step 2 β -.052 .002 .149*** .095* .003 .029*** Normative beliefs mediate effect of past media violence exposure on current non-violent antisocial behavior Normative beliefs .273*** .187*** Past media violence .151*** (.090*) NVIOL ( ) = Effect after inclusion of mediator. Sex and age controlled. Indirect effect is significant at p < .001. 17 Normative beliefs mediate effect of past media violence exposure on current violent antisocial behavior Normative beliefs .216*** .187*** Past media violence .207*** (.164***) VIOL ( ) = Effect after inclusion of mediator. Sex and age controlled. Indirect effect is significant at p < .001. Aggressive fantasies mediate effect of past media violence exposure on current non-violent antisocial behavior Aggressive fantasies .375*** .162*** Past media violence .151*** (.088*) NVIOL ( ) = Effect after inclusion of mediator. Sex and age controlled. Indirect effect is significant at p < .001. 18 Aggressive fantasies mediate effect of past media violence exposure on current violent antisocial behavior Aggressive fantasies .360*** .162*** Past media violence .207*** (.160***) VIOL ( ) = Effect after inclusion of mediator. Sex and age controlled. Indirect effect is significant at p < .001. Does belief in the realism of the entertainment media and identification with violent media characters exacerbate the effect of violent media preference on violent behavior? 19 Key Measures: Moderator variables Measure Alpha Sample item Realism of fictional media content – past (Huesmann & Eron, Eron, 1986) a = .91 (9 items across three media types) “How realistic do you think ___ was in telling about what life is really like?” like?” (0 = not at all… all… 2=just like it) Identification with aggressive media characters – past (Huesmann & Eron, Eron, 1986) a = .90 (9 items across three media types) “How much do you wish you were like or really are like ___ from the show ___?” ___?” (0 = not at all… all… 2=a lot like) Note: All self-report. Correlations among moderator variables, criterion composites, and media violence preferences Measure 1 2 Moderators 1 Media realismrealism-past 2 Media char IDID-past -.47** -- Criterion 3 Violent behavior 4 Nonviol behavior .16** .16** -.03 .00 Media violence 5 Past 6 Current 3 4 .13** .17** -.72** -- .11** .03 .23** .18** .21** .20** 5 -.34** 20 Media realism interacts with past media violence to predict violent behavior NVIOL VIOL Variables/step Step 1 β Step 1 Sex (0=female, 1=male) Age in years .134*** -.142*** Step 2 Media realismrealism-past Past media violence Realism by media violence R2 change for step Step 2 β .053 -.134*** Step 1 β Step 2 β .173*** -.314*** .128** -.307*** .166*** .203*** .086* .040*** .069*** .173*** .129** .062+ .134*** .048*** Belief that violent media “told about life like it really was” increases effect of violent media preference on violent behavior 0.06 0.05 0.04 0.03 0.02 VIOL 0.01 0 -0.01 -0.02 -0.03 -0.04 Low MedReal High MedReal Low MedVio High MedVio High = > 1 SD above mean; Low = < 1 SD below mean 21 Identification with violent media characters only produces main effects on violent and nonviolent antisocial behavior NVIOL VIOL Variables/step Step 1 β Step 1 Sex (0=female, 1=male) Age in years .130*** -.147*** Step 2 Media char identification Past media violence Identif by media violence R2 change for step Step 2 β .027 -.150*** Step 1 β Step 2 β .171*** -.316*** .096* -.320*** .111** .197*** .022 .041*** .046*** .157*** .125** .013 .135*** .039*** Conclusions Media violence preferences are related to violent as well as nonviolent antisocial behavior – Relying on a valid crosscross-informant composite These effects can be observed in isolation and in the context of other major risk factors for aggression/violence These effects maintain even when predicting violence and controlling non-violent antisocial behavior 22 Conclusions Findings are consistent with theoretical formulations and previous empirical findings in more normative samples – SocialSocial-cognitive factors partially mediate association between childhood media violence preference and adolescent violent and nonnon-violent antisocial behavior – Childhood belief in the realism of violent media amplifies the relation between childhood media violence preferences and violent behavior Limitations Cross-sectional methods limit inferences regarding causality and developmental processes Extensive but still only partial assessment of other important risk factors for aggression – E.g., family violence, peer antisocial behavior 23 Future directions Incorporate analysis of other basic potential moderators of effects (e.g., sex, developmental level, race/ethnicity) This study sets a basis for examining media effects in high-aggressive youth populations using designs permitting greater causal inference – E.g., experimental and longitudinal research with juvenile delinquent samples Thank you for your time. Inquiries: pboxer@psychology.rutgers.edu 24 AGGRESSION RESEARCH GROUP The Relation of Violent Video Game Play to Aggressive Behavior and Cognition in Adolescence Brad Bushman, University of Michigan Rowell Huesmann, University of Michigan Craig Anderson, Iowa State University Doug Gentile, Iowa State University Maureen O’Brien, University of Michigan Dominic Moceri, University of Michigan Paul Boxer, University of Michigan & Rutgers University Presented by Rowell Huesmann at the meetings of the Society for Research on Adolescence, March 2008. Acknowledgements z z z z z z z NICHD Grant, “Video Game Violence” Brad Bushman (PI), Huesmann, Boxer, Anderson & Gentile (Co-PIs) Shirley Huck, Research Associate, Iowa State Oksana Malanchuk, Research Associate, U of M Andrea Kaye, Data Processing Assistant, U of M Amelia Deschamps, Data Processing Assistant, U of M The Video Game Violence project interviewing staffs, U of M and Iowa State The many schools and teachers and staff in Michigan and Iowa that are participating Current Research Goals z The overall goal of the current research is to advance – 1) our understanding of the extent to which playing violent video games on a daily basis is related to aggressive behavior and cognitions, – 2) our understanding of what moderates these relations, and – 3) our understanding of what psychological processes produce these relations. THEORY: How does observing violence increase the risk of violent behavior? (Huesmann, 2003, Developmental Psychology; Huesmann & Kirwil, 2007, Cambridge Handbook of Violence; Bushman & Huesmann, 2006, Archives of Pediatrics & Adolescent Medicine) z Situational Stimulating Processes (short term) – 1) By priming aggressive schemas, scripts, and beliefs. – 2) By increasing arousal which may be misattributed to something else – 3) Because viewers copy ("mimic") behaviors they see z Observational Learning Processes (long term) – 1) Through the encoding ("imitation") of schemas, scripts, and beliefs promoting aggression. – 2) By desensitizing viewers emotionally to violence THEORY: How does playing violent games increase risk of violent behavior? (Huesmann, 2003, Developmental Psychology; Huesmann & Kirwil, 2007, Cambridge Handbook of Violence; Bushman & Huesmann, 2006, Archives of Pediatrics & Adolescent Medicine) z z z Same Situational Stimulating Processes (short term) Same Observational Learning Processes (long term) Conditioning processes (long term) – Instrumental conditioning of behaviors and scripts for aggression Overview of Current Study z A multiple cohort, three wave longitudinal study of second to eleventh-grade children in urban, suburban, and rural schools in Michigan and Iowa z Initial cohorts of 2nd, 4th, and 9th graders each interviewed three times at one year intervals Individual hour long in person interviews for young children and group interviews for older children. Teacher assessments of children’s behaviors Mail and phone interviews of parents about children’s behaviors and family characteristics As of March 2008 data are ready to analyze only for Wave 1 and only for 9th grade cohorts z z z z Interview Schedule Wave 1 2006 Birth Coh M=Mich I = Iowa Spring 1992-M 9th 1993-M 1997-M 4th Spring Fall 10th 11th 10th 5th 4th 2nd 2000-M Wave 3 2008 2009 Spring Fall 9th 1998-M 1999-M Fall Wave 2 2007 11th 6th 5th 3rd 2nd Spring 6th 4th 3rd 4th 1991-I 9th 10th 11th 1996-I 4th 5th 6th 1998-I 2nd 3rd 4th Wave 1 Sample Sizes 2nd 4th 9th M F M F M F Mich 164 132 181 179 169 143 Iowa 78 70 82 72 79 66 Total 242 202 263 251 248 209 444 514 457 Specific Aims Today z z Examine the relations within the 9th grade Wave 1 data between playing violent video games and aggressive cognitions and behavior Examine what moderates the relations – Demographics • Gender? Urban/Suburban/Rural? SES? – Perceptions of violent games? • Perception of realism? Identification with character? – Neighborhood violence? – Personality? • Psychopathy? – Parents’ aggression? – Parenting behaviors? • Monitoring, discipline & rejection? Key Measures: Aggressive and Delinquent Behavior Measure Computed Sample item Delinquency Scale (Elliott & Huizinga, 1980) Sum of 22 items “How often have you tried to steal a bike…?” (0 = never… 3 = more than twice) Buss-Perry Aggression Questionnaire – Phys Agg (Buss & Perry, 1995) Sum of 8 items “If I have to resort to violence to protect my rights, I will” (0 = not at all true… 4 = very true of me) Severe Physical Aggression Scale (Lefkowitz et al., 1977) Ave of 4 items “How often have you threatened or cut someone with a knife or threatened or shot someone with a gun? (0 = never… 3 = 3 or more) Mild Aggression (Bjorkqvist, et al., 1991) Ave of 9 items “How often do you hit other kids? How often do you call others names? Teachers Predictions of Peer-nominated Agg (Huesmann et al., 1994) Ave of 10 items “What percentage of students would say that this child ‘is someone who pushes or shoves others?’ “ Delinquency Scale How often have you: Never (a) Once (b) Twice (c) More than twice (d) Thrown rocks or bottles at people? 0 1 2 3 Sprayed graffiti on walls, sidewalks, or cars? 0 1 2 3 Stolen or tried to steal a bike, skateboard, or rollerblades? 0 1 2 3 Been involved in gang fights as a gang member? 0 1 2 3 Intentionally damaged or destroyed property that did not belong to you? 0 1 2 3 Taken something from a store without paying for it? 0 1 2 3 ETC………………. 0 1 2 3 Severe Physical Aggression Now we would like to ask you how often you have done certain things. A few A lot times (d) (c) Never (a) Once (b) How often have you slapped or kicked someone? 0 1 2 3 How often have you punched or beaten someone? 0 1 2 3 How often have you choked someone? 0 1 2 3 How often have you threatened or actually cut another person with a knife or threatened or shot at another person with a gun? 0 1 2 3 Key Measures: Aggressive Cognitions Measure Computed Sample item Normative Beliefs Approving Aggressive Retaliation (Huesmann & Guerra, 1997 ) Sum of 8 items “ Suppose a boy says something bad to another boy, John. Do you think it is OK for John to hit the boy? ( 4 = perfectly OK, 3 = sort of OK, 2 = sort of wrong, 1 = really wrong) Aggressive Fantasy (Rosenberg, Huesmann, et al., 1983) Sum of 4 items “When you get mad, sometimes do you daydream about the things you would like to do to the person your mad at, like hitting, damaging their things, or getting them into trouble?” (0 = never, 1 = sometimes, 3 = lots of times) Hostile Attributional Bias (Based on Dodge et al.) Ave of 2 items “ Pretend a kid knocks into you, and you drop your books. Why do you think the kid knocked into you?” (3 = ‘because the kid disliked you and wanted to be mean to you’) Key Measures: Video Game Violence Measure Computation Video game (including computer) violence consumption Ave violence ratings of three “favorite” video/computer games multiplied by “how often played.” Realism of violent video games Ave rating of “how true to life” three specific violent games seem to be to the subject Identification with violent video game characters Ave “identification” of subject with protagonist in three specific violent games Questions for Video Game Violence Exposure By video games we mean any game you play on the computer, on video game consoles (such as PlayStation 2, GameCube, Xbox), on hand-held game devices (such as GameBoy, Nintendo DS, Playstation Portable (PSP)), or in video arcades. What is your favorite video game? _________________________ How often do you play it? Only once in a while =0, A lot, but not always =2, Almost all the time =4 What is your next favorite video game? __________________________ How often do you play it? Only once in a while =0, A lot, but not always =2, Almost all the time =4 What is your next favorite video game? __________________________ How often do you play it? Only once in a while =0, A lot, but not always =2, Almost all the time =4 Questions for Realism of Violent Video Games and Identification with Protagonists of Violent Video Games Have you played “Grand Theft Auto?” (If not, go to next program) How much do you think the video game “Grand Theft Auto” tells about what life is really like? ‘Not at all like it is’=1, ‘A little bit like it really is’=2, ‘Just like it really is’=3 How much do you think or wish you were like the person or character you pretend to be in the game “Grand Theft Auto?” ‘Not at all like the person’= 1, ‘A little like the person’=2, ‘A lot like the person’=3 REPEAT FOR GAMES: Mortal Combat James Bond/007 Correlations between 9th graders’ Exposure to Video Game Violence and their Aggressive /Delinquent Behavior and Cognitions Aggression Measure Delinquent Behavior Buss-Perry Phys Aggression Severe Phys Aggression Mild Aggression Tch Pred Peer-nom Aggression Norm Beliefs Approving Agg Fantasizing about Aggression Hostile Attributional Biases Video Game Viol Exposure All Female Male (n=209) (n=248) (n=457) .16* .24*** .31*** .16* .26*** .35*** .21** .24*** .35*** .29*** .21** .22*** .12ns --.15** .29*** .20*** --- .34*** .27*** .22** .23*** .15* --- +p<.10, *p<.05, **p<.01, ***p<.001 Percent of High VG Violence Playing Youth who have “punched or beaten someone” Violent Video Game Playing Hi (>75th %tile) Females Not Sig Hi Diff? Hi (>75th %tile) Males Not Sig Hi Diff? 75% 47% P<.03 71% 59% P<.065 Percent of High VG Violence Playing Youth who have “choked someone” Violent Video Game Playing Hi (>75th %tile) Females Not Sig Hi Diff? Hi (>75th %tile) Males Not Sig Hi Diff? 50% 18% P<.006 41% 26% P<.018 Percent of High VG Violence Playing Youth who have “threatened or actually cut another person with a knife or threatened or actually shot at another person with a gun” Violent Video Game Playing Hi (>75th %tile) 38% Females Not Sig Hi Diff? Hi (>75th %tile) Males Not Sig Hi Diff? 10% P<.008 16% 15% n. s. Correlations between 9th graders’ Exposure to Video Game Violence and their Aggressive /Delinquent Behavior and Cognitions Aggression Measure Delinquent Behavior Buss-Perry Phys Aggression Severe Phys Aggression Mild Aggression Tch Pred Peer-nom Aggression Norm Beliefs Approving Agg Fantasizing about Aggression Hostile Attributional Biases Video Game Viol Exposure Suburb Rural Urban (n=108) (n=145) (n=204) .17* .31** .22** + .13 .28** .38*** .13+ .33*** .29*** .10 .26* .32*** --.32*** .27** .11 .15+ --- .32*** .21* --- .48*** .22** .14+ +p<.10, *p<.05, **p<.01, ***p<.001 MEAN Scores on Exposure to Video Game Violence and Aggressive /Delinquent Behavior and Cognitions for 9th grade Urban, Suburban & Rural Youth Aggression Measure Urb Subur Rural (n=204) (n=108) (n=145) F test Delinquent Behavior 5.57 4.05 3.70 5.57** Buss-Perry Phys Aggression 17.1 12.8 12.1 21.3*** Severe Phys Aggression 0.92 0.64 0.53 20.7*** Mild Aggression 0.88 0.84 0.74 5.18** Tch Pred Peer-nom Aggression 0.11 0.09 0.09 n.s. Norm Beliefs Approving Agg 19.3 17.5 17.4 5.89** Fantasizing about Aggression 2.98 2.24 2.08 9.6*** Exposure to Video Game Viol 10.8 10.2 7.05 4.57* +p<.10, *p<.05, **p<.01, ***p<.001 Predicting Serious Physical Aggression from Violent Video Game Playing while Controlling for Household Income FEMALES (n=209) Variables/step Step 1 Violent VG Play Step 1 Step 2 Step 3 Step 1 Step 2 Step 3 β β β β β β .40*** Step 2 Household Inc .31*** .26*** -.28*** -.30*** Step 3 Viol VG Play X Household Inc R2 change for step MALES (n=248) .19** .17** .17* -.20*** -.20** -.10 .161*** .231*** .238*** n.s. .035* .073*** .075*** Predicting Serious Physical Aggression from Violent Video Game Playing while Controlling for Neighborhood Violence FEMALES (n=209) Variables/step Step 1 Violent VG Play Step 2 Neighbor Viol Step 3 Viol VG Play X Neighbor Viol R2 change for step MALES (n=248) Step 1 Step 2 Step 3 Step 1 Step 2 Step 3 β β β β β β .35*** .23** .23** .39*** .38*** n. s. .21** .18** .18** .24*** .24*** n. s. .119*** .256*** .257*** .043** .099*** .099*** Predicting Serious Physical Aggression from Violent Video Game Playing while Controlling for Identification with Protagonists in Violent Video Games FEMALES (n=209) Variables/step Step 1 Violent VG Play Step 1 Step 2 Step 3 Step 1 Step 2 Step 3 β β β β β β .37*** Step 2 Ident w protag .22** .18+ .35*** .33*** Step 3 Viol VG Play X Ident w protag R2 change for step MALES (n=248) .20** .17* .18** .20** .21** n. s. n. s. .136*** .233*** .237*** .042** .080*** .083*** Predicting Serious Physical Aggression from Violent Video Game Playing while Controlling for Perceived Realism of Violent Games (“Telling about life like it is.”) FEMALES (n=209) Variables/step Step 1 Violent VG Play Step 2 Perceived Real Step 3 Viol VG Play X Perceived Real R2 change for step MALES (n=248) Step 1 Step 2 Step 3 Step 1 Step 2 Step 3 β β β β β β .36*** .31*** .31*** .24** .23** n.s. .20** .18* .17** .13* .14* n.s. .132*** .184*** .191*** .042** .059*** .062*** Predicting Serious Physical Aggression from Violent Video Game Playing while Controlling for Psychopathy of Youth FEMALES (n=209) Variables/step Step 1 Violent VG Play Step 1 Step 2 Step 3 Step 1 Step 2 Step 3 β β β β β β .35*** Step 2 Psychopathy .29*** .29*** .31** .29** Step 3 Viol VG Play X Psychopathy R2 change for step MALES (n=248) .21** .19* .19** .29*** .29*** n. s. n. s. .119*** .212*** .218*** .043** .126*** .130*** Predicting Serious Physical Aggression from Violent Video Game Playing while Controlling for Parent’s Aggression FEMALES (n=209) Variables/step Step 1 Violent VG Play Step 2 Parent’s agg Step 3 Viol VG Play X Parent’s agg R2 change for step MALES (n=248) Step 1 Step 2 Step 3 Step 1 Step 2 Step 3 β β β β β β .40*** .38*** .37*** .19* .19* .18** .19* .18** .11 n. s. n. s. .157*** .191*** .197*** n. s. .031* .042* .044* Predicting Serious Physical Aggression from Violent Video Game Playing while Controlling for Parent’s “Monitoring” of the Adolescent FEMALES (n=209) Variables/step Step 1 Violent VG Play Step 1 Step 2 Step 3 Step 1 Step 2 Step 3 β β β β β β .41*** Step 2 Monitoring .37*** .40*** -.17* -.16* Step 3 Viol VG Play X Monitoring R2 change for step MALES (n=248) .17* .17* .17* n. s. n. s. n. s. .166*** .189*** .193*** n. s. .029* .031+ .035 Predicting Serious Physical Aggression from Violent Video Game Playing while Controlling for Parent’s “Success at Disciplining” the Adolescent FEMALES (n=209) Variables/step Step 1 Violent VG Play Step 2 Disciplining Step 3 Viol VG Play X Disciplining R2 change for step MALES (n=248) Step 1 Step 2 Step 3 Step 1 Step 2 Step 3 β β β β β β .40*** .38*** .37*** -.12 -.11 .18* .18* .18* -.12+ -.14+ n. s. .157*** .170*** .172*** n. s. .031* .046* .051* Predicting Serious Physical Aggression from Violent Video Game Playing while Controlling for “Rejection of Youth” by Parent FEMALES (n=209) Variables/step Step 1 Violent VG Play Step 2 Rejection Step 3 Viol VG Play X Rejection R2 change for step MALES (n=248) Step 1 Step 2 Step 3 Step 1 Step 2 Step 3 β β β β β β .40*** .39*** .40*** .13+ .14+ .18* n. s. .157*** .174*** .175*** .16* .15** .17* .16* .17* .031* .058** .087*** Summary z z z z z Habitual playing of violent video games by adolescents is related to engaging in more aggressive, delinquent and violent behavior and being more accepting of aggression. This effect is somewhat bigger for females than males. This effect appears bigger in suburban and rural adolescents than in urban adolescents, but that finding may simply be due to the much higher rates of aggression and violence by urban youth. These effects seem to be mostly independent of parent SES, youth’s perception of protagonist, psychopathic tendencies, neighborhood, parenting practices, etc. However, these effects seem to be exacerbated for males when the adolescent is “rejected” by his parents. THEORY: How does age moderate the effects of media violence on aggression? (Huesmann & Kirwil, 2007, Cambridge Handbook of Violence; Bushman & Huesmann, 2006, Archives of Pediatrics & Adolescent Medicine) z z Short-term effects should be stronger for people with already established aggressive scripts and cognitions that can be primed by violent games or scenes and accessed when person is aroused. Generally these will be older youth. Long-term effects should be stronger for youth who do not have established aggressive scripts and cognitions. Generally these will be younger youth Short-Term (Lab) and Long-Term Effects by Age (Bushman & Huesmann, 2006, Archives of Pediatrics & Adolescent Medicine) Children Adults Correlation 0.3 0.2 0.1 0 Lab Longitudinal Study Type The Association Between Playing Violent Video Games and Adolescent’s Concurrent Reports of Aggression Mediating Effects of Family Rules and Parental Involvement The findings and conclusions in this presentation are those of the authors and do not necessarily represent the official position of the Centers for Disease Control. AUTHORS Merle Hamburger PhDa Michele Ybarra MPH PhDb Jeffery Hall PhDa Philip J Leaf PhDc Marie Diener­West PhDc aCenters for Disease Control; bInternet Solutions for Kids, Inc.; cJohns Hopkins School of Public Health 1 Why Video Games? Why Video Games? Video games are BIG BUSINESS ~241 million computer/video games sold in 2006 ~$7.4 BILLION Approximately 60% youth (8-18) play video games for about an hour on any given day 2 Violence in Videogames > 50% of the most popular video games are rated ‘T’ or ‘M’ Teen/Mature rated games Almost all have violent content Most (90%) reward injuring characters Many (~69%) reward killing characters Youth (8-18) prefer ‘T’ and ‘M’ rated games Exposure to Violent Video Games Exposure related to : Increased Aggressive behavior, z Aggressive affect, and z Aggressive cognitions z Decreased prosocial behavior 3 Effect Size of Exposure to Violent Video Games and Aggression in Best Practices Studies 0.4 0.35 Viol Video Game (best pract) vs Aggression 0.3 0.25 0.2 0.15 0.1 0.05 0 Effect Size of Various Scientifically Studied Public Health Issues 0.4 0.35 0.3 0.25 0.2 0.15 0.1 0.05 0 Viol Video Game (best pract) vs Aggression Cigarette Smoking vs Lung Cancer School grades vs Income Child IQ vs Lead Exposure Laryngeal cancer vs Asbestos Exposure 4 Problem Statement Despite the substantial research on exposure to violent media, in general, and violent video games in particular, relatively little is known about the extent to which exposure to violent video games is associated with seriously aggressive or criminal violence. Research Questions What is the association between self- reported use of violent video games and concurrent reports of perpetrating seriously violent behavior; and To what extent do various factors mediate the effects of exposure to violent video games? 5 Growing up with Media (GuwM) Methodology Wave 1 of data collection occurred between August 24 to September 14, 2006 Participants recruited from Harris Poll On Line 1,588 households (one caregiver, one child) were surveyed online Harris Poll On Line HPOL is a double opt-in panel of millions of respondents. HPOL data are consistently comparable to data that has been obtained from RDD telephone samples of general populations when sampling and weighting is applied. 6 GuwM Eligibility ADULT Be the most (or equally) knowledgeable of the youth’s media use in the home YOUTH Aged 10-15 years Use the Internet at least once in the last 6 months English speaking GuwM Data Methods Sample selection was stratified based on youth age and sex. Sample was also stratified between “novice” and “experienced” survey participants. 7 GuwM Response Rate Response rate was 26% (typical rates using online data collection) Propensity scoring was applied to adjust for the adult’s (i.e., recruitment target) propensity to be online Data were weighted to match the US population of adults with children between the ages of 10 and 15 years Youth Demographic Characteristics N=1,496 (video game players) 46% Female Mean age: 12.4 years (SE: 0.05) 79% White, 13% Black, 8% Other 12% Hispanic Median HH income: $50,000-$74,999 8 Seriously Violent Behavior (α=.90) Behavior likely resulting in murder (i.e., stabbing or shooting someone); Aggravated assault (i.e., threatening with a weapon; attack requiring medical care); Robbery (i.e., using a knife, gun, or other weapon to get something from someone); Sexual assault (i.e., unwanted kissing, touching, or anything else sexual) Serious property crime (i.e., purposely starting fire to damage or destroy something) Violent Video Game Play “When you play video, computer, or Internet games, how many show physical fighting, shooting, or killing?” Response alternatives ‘None’; ‘Some’; ‘Many’; ‘Most/All’ 9 Potential Effect Modifiers Family rules about video game play Asking before playing game; not playing games until after chores done Limits placed on video game play Limited time; limits on game type / rating Kid’s following family rules / limits Self-reported following rules Potential Effect Modifiers (cont) Talking about game content with parent Self-reported frequency Parental monitoring Self-reported frequency of parent knowing where youth is and who they are with Getting along with parent Self reported frequency 10 Statistical Analyses Logistic regression: Initial test of mediating effects (SPSS v15) Path analysis: To further test a mediational measurement model (AMOS v7) Results ~6% (n = 88) reported engaging in at least 1 type of seriously violent behavior No sex differences Violent video game playing None/Almost None/Some: 73% Many / Most / All : 27% 11 Game Playing Behavior Median # of days / week: 3-4 Median time playing/ day: 31-60 min Overall median exposure: 157 min / week Median exposure by violent video game None: 67.5 min / week Some: 157.5 min / week Many / Most / All: 287.8 min / week Odds of Seriously Violent Behavior 10 3 1.9 1 Some Violent Video Game Most/All Violent Video Game Controlling for participant age, sex, and income 12 Adjusted Odds of Reporting Seriously Violent Behavior Some VG Violence Most/All VG Violence Potential Mediator AOR (95% CI) AOR (95% CI) AOR (95% CI) Factor Family Rules 1.9 (1.00-3.65) 2.9 (1.44-5.69) 1.5 (0.94-2.36) Parental Limits 2.0 (1.02-3.75) 2.8 (1.38-5.48) 2.0 (1.26-3.17) Follow Rules 2.0 (0.94-4.18) 3.0 (1.37-6.77) 2.0 (1.21-3.44) Parental Monitoring 1.7 (0.89-3.29) 2.5 (1.24-4.93) 3.2 (1.92-5.24) Discuss Video Game 2.0 (1.05-3.88) 2.8 (1.39-5.50) 2.0 (1.12-3.73) Get Along with Parent 1.8 (0.91-3.52) 3.0 (1.46-5.99) 1.6 (1.01-2.60) Detecting Mediation: Only Indirect Paths 0, e1 1 Potential Mediator 0, e2 1 Categorical Violence Violent Video Game Play Age Male Income 13 Detecting Mediation: Both Direct & Indirect Paths 0, e1 1 Potential Mediator 0, e2 1 Categorical Violence Violent Video Game Play Age Male Income Family Rules about Video Games e1 *p<.05; **p<.01; ***p<.001 No -.13 *** Familiy Rules about Video Games ta Violent Video Game Play e2 M ed -.04 Categorical Violence .09 *** iat or .05 * Δχ2=10.4, df=1, p<.002 Age .01 Male .00 Income 14 Parental Limits Regarding Video Games e1 Pa r -.11*** Violent Video Game Play *p<.05; **p<.01; ***p<.001 Parental Limits on Video Games tia lM ed iat e2 -.06 * .09*** .05* Δχ2=9.8, df=1, p<.01 Age Categorical Violence or .01 .01 Male Income Following Family Rules about Video Games e1 Pa r -.19 *** Violent Video Game Play *p<.05; **p<.01; ***p<.001 Following Family Rules tia lM ed iat e2 -.08** .08 *** .06* Δχ2=8.4, df=1, p<.01 Age Categorical Violence or .01 Male .01 Income 15 General Parental Monitoring e1 Pa r -.21 *** Violent Video Game Play *p<.05; **p<.01; ***p<.001 Parental Monitoring tia lM ed iat e2 -.13 *** .08** .04 Δχ2=7.6, df=1, p<.01 Age Categorical Violence or -.01 Male .01 Income Discussing Video Game Content with Parents e1 Pa r -.09 *** Violent Video Game Play *p<.05; **p<.01; ***p<.001 Kids discuss VideoGames with Parents tia lM ed iat e2 -.07 ** .09*** .06* Δχ2=10.2, df=1, p<.01 Age Categorical Violence or .01 Male .00 Income 16 Getting Along with Parents e1 *p<.05; **p<.01; ***p<.001 No -.09 *** Get along w/parent ta Violent Video Game Play e2 M ed -.05 Categorical Violence .10*** iat or .06* Δχ2=11.1, df=1, p<.001 .00 Age Male .01 Income Summary Serious violent behavior relatively rare Over a quarter respondents playing violent video games Weekly exposure significantly related to playing violent video games Engaging in serious violent behavior related to playing violent video games 17 Identified (Partial) Mediators Setting limits Following rules Discussing video game content Parental monitoring Limitations of GuwM Data Data are cross-sectional No way to determine directionality of associations Inclusion of 2nd wave of data shortly Did not query the specific video games respondents play Reliance on self-reports 18 Limitations (cont) Respondents not observed during data collection. It is possible that: Children were monitored by their parents z 22% of youth indicated someone was close enough to see the screen during data collection Parents completed the youth survey. Implications Parent involvement is important Monitoring behavior, in general Limiting use of video games Being willing to discuss video game content Need to acknowledge the impact of violent media / video games 19 20 Implications (cont) Important to increase media literacy Importance to actively try and reduce all violent media exposures Support the development of video games emphasizing prosocial behavior Darcia Narvaez – General Prosocial Model Contact Information Merle Hamburger Centers for Disease Control and Prevention mhamburger@cdc.gov 21 Developmental and Sex Differences Across Adolescence in Playing WebBased Violent Video Games Eric F. Dubow, Jason A. Drummond, and Kelly M. Lister Department of Psychology Bowling Green State University In P. Boxer & M. Hamburger (Chairs), New Perspectives on Violent Media Use in Adolescence: Risk, Protection, and the Moderation and Mediation of Effects on Behavior. Presented at the12th biennial meeting for the Society for Research on Adolescence, Chicago, March 8, 2008. Recent Statistics on Children’s Media Exposure • Data come from two recent national largescale surveys in the US – The Kaiser Family Foundation • The Generation M: Media in the Lives of 8-18 Year-Olds survey (Roberts, Foehr, & Rideout, 2005), a schoolbased survey administered to 2,032 students in grades 3 through 12, supplemented by media diaries from 694 of these students – The Media in the Home survey (Woodard, 2000), supported by the Annenberg Public Policy Center, which was based on telephone interviews of 1,235 parents of children ages 2-17 and 416 children ages 8-16 1 Some Statistics on Children’s Video Game Playing • Video game units are present in 83% of homes with children • Children spent 49 minutes per day playing video games • Each day, 52% of children ages 8-18 years play a video game • Boys play far more frequently than girls • Playing is unrelated to family income level • Age trends: playing declined from an average of 65 minutes per day for 8-10 year-olds to 33 minutes per day for 15-18 year-olds Concerns with Media as a Socializing Influence • Media replaces “functionally similar” activities – As children watch more television and play more video games, their reading time, study time, and library time all decrease, but there is little change in their time spent in sports or socializing • Over 70% of parents were at least “somewhat” concerned with their children’s exposure to TV, the internet, and music, and 53% were concerned with video games (Woodard, 2000) – 80-90% of American parents believe that today's media contribute to children “becoming too materialistic, using more coarse and vulgar language, engaging in sexual activity at younger ages, experiencing a loss of innocence too early, and behaving in violent or anti-social ways” (Common Sense Media, 2003) • Engaging with the mass media either alone or with peers provides learning opportunities that socialize children; can alter their beliefs, attitudes, and behaviors 2 HOW Does Media Exposure Affect Youth? • Short-term effects – Priming • The human mind acts as an associative network in which ideas are partially activated, or primed, by stimuli with which they are associated; the activation produced by an observed stimulus spreads in the network • For example, the mere presence of a weapon in a person’s visual field can increase aggressive thoughts or behavior – Imitation • Immediate mimicry of specific behaviors – Arousal and excitation transfer • Media portrayals are often high-action sequences that can be very arousing for youth, as measured by increased heart rate, skin conductance of electricity. – When a child has been generally aroused by a media stimulus, the specific emotion (e.g., anger) generated by a subsequent realworld event (e.g., an insult) may be "felt" as more severe than it is because some of the lingering media-induced emotional stimulation is misattributed to the current situation • Long-term effects: processes that account for lasting changes in children's cognitions, behaviors, or the links between emotions and cognitions and behaviors – Observational learning: encoding lasting behavioral scripts and cognitions simply as a consequence of observing others • Identification with actor and viewing rewards to actor increase the likelihood of encoding the behavioral scripts the actor is using, adopting the schemas about the world that the actor seems to hold, or acquiring the beliefs that the observed behaviors seem to imply – Activation and desensitization of emotional processes • Repeated exposure to emotionally arousing video games can lead to habituation of certain natural emotional reactions--"desensitization" – Violent scenes become less arousing over time, and brief exposure to media violence can reduce physiological reactions to real-world violence – Didactic learning processes • Attitudes and beliefs can be changed by what the child observes through relatively "automatic" cognitive processes of which the child may be unaware or through more "controlled and effortful" cognitive processes including thoughtful elaboration of observed information 3 Goals of the BGSU Study • Examine the frequency with which adolescents play violent video games, with a special focus on web-based games – Examine sex and age differences across adolescence (7th, 9th, 11th grades) • Examine the relation between frequency of playing violent video games and adolescents’ self-reported behavioral, academic, and social adjustment • Examine whether these relations vary by sex, age, context of play (solo play; playing with peers present; playing with on-line peers), or type/content of game (first person shooter, strategy, MMO, sports) Methods of the BGSU Study • 484 7th (n=90), 9th (n=223), and 11th (n=171) graders • 54% were males • 78% were Caucasian • 71% had both parents living at home • The participants completed a 45-minute survey 4 Survey Measures • Frequency of playing violent video games alone, with others present, and with online others – – • Aggressive and prosocial behavior – – • Derived from the Direct and Indirect Aggression Scales; Bjorkqvist et al., 1992; α = .86-.95 Sample items: You yell at or argue with another person; You gossip about someone you are angry at; You compliment someone; You cheer someone up (1 = never to 5 = quite often) School adjustment – – – – • First-person shooter games, strategy games, massively multi-player on-line games Grouped into categories of never, once a week/a few times a week, most days/every day Grade-point average (1=mostly A’s to 9=mostly F’s) Perceived scholastic competence (Harter, 1988; α = .65); e.g., Some kids do very well at their class work, but others don’t. Do you do well at your class work? (1 = never to 5 = always) Negative attitudes toward school (derived from Hawkins et al., 1996; Jenkins, 1997; α = .68); e.g., I feel bored at school; At school, I try as hard as I can to do my best work (1 = never to 5 = always) Involvement in 9 school-related activities (Moos et al., 1986); e.g., Went to a meeting of a school club or group; Elected to some club or office; Took part in a school play or show Perceived competence in social and intimate relationships – – Harter, 1988; α = .61-.72 Sample items: Some kids have a lot of friends, but others don’t. Do you have a lot of friends? Some kids are able to make really close friends, but others aren’t. Are you able to make really close friends? (1 = never to 5 = always) Frequency of Playing Video Games HOW OFTEN DO YOU: Never Once a week A few times a week Most days Everyday 130. Play First Person Shooters by yourself (Halo 2, Half-life 2, Battlefield 1942, etc.) *First Person Shooters are games where the player engages in battle from a first person point of view* 131. Play First Person Shooters with another person who is in the room with you (Halo 2, Half-life 2, Battlefield 1942, etc.) 132. Play First Person Shooters with someone online who is not in the room with you (Halo 2, Half-life 2, Battlefield 1942, etc.) 5 HOW OFTEN DO YOU: Never Once a week A few times a week Most days Everyday Once a week A few times a week Most days Everyday 136. Play strategy games by yourself (Warcraft 3, Starcraft, Civilization 3, Rome Total War, etc.) 137. Play strategy games with another person who is in the room with you (Warcraft 3, Starcraft, Civilization 3, Rome Total War, etc.) 138. Play strategy games with someone online who is not in the room with you (Warcraft 3, Starcraft, Civilization 3, Rome Total War, etc.) HOW OFTEN DO YOU: Never 139. Play Massively Multiplayer Online Games with at least one other player in the room with you (Star Wars Galaxies, World of Warcraft, Everquest II, Planetside, etc.) *massive multiplayer online games are games where there are worlds created online where players can log on and play with many other players 140. Play Massively Multiplayer Online Games with none of the other players in the room with you (Star Wars Galaxies, World of Warcraft, Everquest II, Planetside, etc.) 6 Gender Differences in Playing Any Violent Video Game • Boys were more likely than girls to report playing any type of violent video game, χ2 (2, N=479) = 153.05, p < .01, regardless of context or game type Boys Girls Never 14% 67% Once a week to a few times a week 50% 28% Most days/every day 36% 5% Grade Level Differences in Playing Any Violent Video Game • Younger students were more likely to play violent video games than older students, χ2 (4, N=480) = 10.36, p < .05; – 7th graders were more likely to play by themselves and with others; no grade differences for playing with others online 7th 9th 11th Never 28% 40% 41% Once a week to a few times a week 40% 37% 43% Most days/every day 32% 23% 16% 7 Gender Differences in Playing Web-Based Violent Video Games • Boys were more likely than girls to report playing webbased violent video games, χ2 (2, N=478) = 79.59, p < .01 Boys Girls Never 52% 90% Once a week to a few times a week 28% 8% Most days/every day 20% 3% Grade Level Differences in Playing Web-Based Violent Video Games • Grade level was not significantly associated with playing web-based violent video games, χ2 (4, N=479) = 5.42, ns 7th 9th 11th Never 62% 68% 75% Once a week to a few times a week 23% 20% 15% Most days/every day 15% 12% 10% 8 Relation Between Frequency of Playing Any Violent Video Games and Behavioral, Academic, and Social Adjustment Means Adjustment Behavior MANOVA F-value Never 1ce/WeekA few times/week Most days/ every day F (4,950) = 8.56** Aggression F (2,476) = 5.36** 2.07a 2.14b 2.32c Prosocial F (2,476) = 10.13** 3.71a 3.50b 3.36b 2.60a 3.06b School Adjustment MANOVA F (8,940) = 5.28* Grades F (2,473) = 7.33** 2.33a School involvement F (2,473) = 8.24** 5.54a 5.12 4.70b Negative attitudes F (2,473) = 10.39** 2.26a 2.39a 2.63b Perceived sch. competence F (2,473) = .63 3.79 3.82 3.72 Social Adjustment MANOVA F (4,950) = 2.44* Intimate relations F (2,476) = 3.93* 3.98a 3.92 3.73b Social competence F (2,476) = 3.80* 3.99a 3.92 3.76b Relation Between Frequency of Playing Web-Based Violent Video Games and Behavioral, Academic, and Social Adjustment Means Adjustment Behavior MANOVA F-value Never 1ce/WeekA few times/week Most days/ every day F (4,950) = 6.04** Aggression F (2,476) = 1.17 2.12a 2.24 2.17 Prosocial F (2,476) = 10.40** 3.64a 3.42b 3.25b 2.50 2.76 2.93 School Adjustment MANOVA F (8,938) = 3.04* Grades F (2,472) = 2.42+ School involvement F (2,472) = 2.48+ 5.30 5.06 4.77 Negative attitudes F (2,472) = 6.70** 2.33a 2.46 2.66b Perceived sch. competence F (2,472) = .11 3.78 3.79 3.83 Social Adjustment MANOVA F (4,948) = 1.79 Intimate relations F (2,475) = 2.11 3.95 3.84 3.75 Social competence F (2,475) = 3.33* 3.96a 3.85 3.72b 9 Context of Play • Boys were more likely to play violent games across all three contexts (alone, with others present, with others online) • Younger students played by themselves and with others present more often than did older students. No grade level differences in playing with others online. F-Values for the Relation between Frequency of Play in a Given Context and Adjustment F-Values for Frequency of Play in Each Context ALONE Behavior MANOVA F (4,948) = 7.74** Aggression F (2,475) = 5.99** Prosocial F (2,475) = 8.25** School Adjustment MANOVA F (8,938) = 4.71** Grades F (2,472) = 6.64** School involvement F (2,472) = 7.35** Negative attitudes F (2,472) = 7.76** Perceived sch. competence F (2,472) = .37 Social Adjustment MANOVA F (4,948) = 2.20+ Intimate relations F (2,475) = 3.39* Social competence F (2,475) = 3.55* 10 F-Values for the Relation between Frequency of Play in a Given Context and Adjustment F-Values for Frequency of Play in Each Context ALONE Behavior MANOVA F (4,948) = 7.74** WITH OTHERS F (4,948) = 6.58** Aggression F (2,475) = 5.99** F (2,475) = 5.32** Prosocial F (2,475) = 8.25** F (2,475) = 6.65** School Adjustment MANOVA F (8,938) = 4.71** F (8,938) = 5.50** Grades F (2,472) = 6.64** F (2,472) = 11.96** School involvement F (2,472) = 7.35** F (2,472) = 6.73** Negative attitudes F (2,472) = 7.76** F (2,472) = 11.46** Perceived sch. competence F (2,472) = .37 Social Adjustment MANOVA F (2,472) = 2.48+ F (4,948) = 2.20+ F (4,948) = 1.74 Intimate relations F (2,475) = 3.39* F (2,475) = 3.43* Social competence F (2,475) = 3.55* F (2,475) = 1.69 F-Values for the Relation between Frequency of Play in a Given Context and Adjustment F-Values for Frequency of Play in Each Context ALONE WITH OTHERS ONLINE F (4,948) = 7.74** F (4,948) = 6.58** F (4,950) = 6.14** Aggression F (2,475) = 5.99** F (2,475) = 5.32** F (2,476) = .96 Prosocial F (2,475) = 8.25** F (2,475) = 6.65** F (2,476) = 10.93** F (8,938) = 4.71** F (8,938) = 5.50** F (8,938) = 3.35** Grades F (2,472) = 6.64** F (2,472) = 11.96** F (2,472) = 2.67+ School involvement F (2,472) = 7.35** F (2,472) = 6.73** F (2,472) = 2.86+ Negative attitudes F (2,472) = 7.76** F (2,472) = 11.46** F (2,472) = 7.80** Behavior MANOVA School Adjustment MANOVA Perceived sch. competence F (2,472) = .37 F (2,472) = 2.48+ F (2,472) = .20 F (4,948) = 2.20+ F (4,948) = 1.74 F (4,948) = 2.07+ Intimate relations F (2,475) = 3.39* F (2,475) = 3.43* F (2,475) = 2.07 Social competence F (2,475) = 3.55* F (2,475) = 1.69 F (2,475) = 3.86* Social Adjustment MANOVA 11 No Surprise: Frequency of Play is Related Across Contexts • For example: 78% of kids who never play video games with peers also never play alone; • 72% of kids who play video games most days/every day with peers also play most days/every day alone Frequency of Play Across Two Contexts Contingency Coefficients Alone and with peers .63 Alone and with others online .54 With peers and with others online .54 F-Values for the Relation between Frequency of Play of a Given Content/Type and Adjustment F-Values for Frequency of Play for Each Content FPS Behavior MANOVA F (4,950) = 9.09** Aggression F (2,476) = 5.76** Prosocial F (2,476) = 11.43** School Adjustment MANOVA F (8,940) = 4.84** Grades F (2,473) = 6.90** School involvement F (2,473) = 8.87** Negative attitudes F (2,473) = 8.44** Perceived sch. competence F (2,473) = .31 Social Adjustment MANOVA F (4,950) = 1.04 Intimate relations F (2,476) = 2.01 Social competence F (2,476) = 1.07 12 F-Values for the Relation between Frequency of Play of a Given Content/Type and Adjustment F-Values for Frequency of Play for Each Content Behavior MANOVA FPS STR F (4,950) = 9.09** F (4,950) = 4.76** Aggression F (2,476) = 5.76** F (2,476) = 1.14 Prosocial F (2,476) = 11.43** F (2,476) = 7.73** School Adjustment MANOVA F (8,940) = 4.84** F (8,940) = 4.06** Grades F (2,473) = 6.90** F (2,473) = 3.59* School involvement F (2,473) = 8.87** F (2,473) = 2.55+ Negative attitudes F (2,473) = 8.44** F (2,473) = 8.28** Perceived sch. competence F (2,473) = .31 Social Adjustment MANOVA F (2,473) = .92 F (4,950) = 1.04 F (4,950) = 3.30* Intimate relations F (2,476) = 2.01 F (2,476) = 3.82* Social competence F (2,476) = 1.07 F (2,476) = 5.69** F-Values for the Relation between Frequency of Play of a Given Content/Type and Adjustment F-Values for Frequency of Play for Each Content FPS STR MMO F (4,950) = 9.09** F (4,950) = 4.76** F (4,954) = 5.91** Aggression F (2,476) = 5.76** F (2,476) = 1.14 F (2,478) = .20 Prosocial F (2,476) = 11.43** F (2,476) = 7.73** F (2,478) = 11.35** F (8,940) = 4.84** F (8,940) = 4.06** F (8,942) = 3.26** Grades F (2,473) = 6.90** F (2,473) = 3.59* F (2,474) = 3.48* School involvement F (2,473) = 8.87** F (2,473) = 2.55+ F (2,474) = 5.25** Behavior MANOVA School Adjustment MANOVA Negative attitudes F (2,473) = 8.44** F (2,473) = 8.28** F (2,474) = 4.70** Perceived sch. competence F (2,473) = .31 F (2,473) = .92 F (2,474) = .66 F (4,950) = 1.04 F (4,950) = 3.30* F (4,952) = 2.07+ Intimate relations F (2,476) = 2.01 F (2,476) = 3.82* F (2,477) = 2.39+ Social competence F (2,476) = 1.07 F (2,476) = 5.69** F (2,477) = 3.75* Social Adjustment MANOVA 13 No Surprise: Frequency of Play is Related Across Content of Games • For example: 64% of kids who never play strategy video games also never play first person shooter games; • 55% of kids who play strategy games most days/every day also play first person shooter video games most days/every day Frequency of Play Across Two Contents of Games Contingency Coefficients Strategy with First Person Shooter .42 Strategy with Massively Multiplayer Online .57 Massively Multiplayer Online with First Person Shooter .38 • The negative association between playing violent video games and adjustment appears to cut across grade levels (7th, 9th, 11th) and gender – Interaction terms of grade x frequency of play and sex x frequency of play did not predict the behavioral, school adjustment, or social variables 14 A Silver Lining on Content of Video Games??? F-Values for Frequency of Playing Sports Video Games Behavior MANOVA F (4,948) = 1.33 Aggression F (2,475) = .24 Prosocial F (2,475) = 2.55+ School Adjustment MANOVA a F (8,938) = .85 Grades F (2,472) = 1.12 School involvement F (2,472) = .66 Negative attitudes F (2,472) = .38 Perceived sch. competence F (2,472) = .16 Social Adjustment MANOVA F (4,948) = 2.60* Intimate relations F (2,475) = 1.20 Social competence F (2,475) = 3.78* a aYouth who played most days/every day had higher prosocial behavior and higher self perceived social competence than youth who never played sports games Association Between Playing Sports Video Games and Other Types of Video Games Frequency of Playing Sports and Another Type of Game Contingency Coefficients Sports with First Person Shooter .40 Sports with Strategy .24 Sports with Massively Multiplayer Online Games .19 15 Next Steps • Youth are not equally affected by even the same media violent video games – “Why are there individual differences in the ways in which exposure to a specific type of media content affects the development of youths’ attitudes, behaviors, and emotions?” • Five categories of moderators of the effects of media exposure – – – – – the user’s motivations for viewing the user’s characteristics attributes of the media content the viewing context cultural factors User’s Characteristics Status: •Age •Gender •SES User’s Motivations •Passing time •Entertainment •Information seeking •Social utility •Escape •Arousal/affect Attributes of the Media Content •Characterizations of actors’ behaviors •Similarity of actors to viewers Personal variables: •Behavioral tendencies •Existing schemata, beliefs -Perceived realism of content •Identification with models Underlying Processes •Observational learning •Priming/schema activation •Arousal/excitation transfer •Desensitization •Didactic learning processes Viewing Context Situational factors: •Presence of coviewing others Outcomes of Media Exposure •Cognitions •Behaviors •Emotions Cultural Factors •Aspects of cultural context •Cultural norms Personal factors: •Attentional focus •Pre-existing arousal/mood Dubow, E. F., Huesmann, L. R., & Greenwood, D. (2007). Media and youth socialization: Underlying processes and moderators of effects. In J. E. Grusec & P. D. Hastings (Eds.), Handbook of socialization (pp. 404-430). New York: Guilford Press. 16 The User’s Motivations • Children engage with the mass media for multiple reasons • We believe that in part why children choose to play video games will be related to how video games influence children • For example, we would predict a more negative effect of playing video games on children’s social adjustment for those children who endorse a higher motivation of preferring video games to friends Our Most Recent Study (Moyer & Dubow) • 45-minute survey completed by students in 5th and 8th grades • Teacher and student self-reports of students’ positive and negative social behaviors; students’ reports of academic adjustment and perceived social competence • Student self-reports of frequency of video game play and motivations for play 17 Motivations for Video Game Play Derived from Videogame Questionnaire (Barnett et al., 1997) • Preferring video games to friends (“Playing video games is more exciting than being with my friends.”) • Video games as companionship (“Playing video games is like being with a friend.”) • Achievement/self-esteem (“I get a feeling of achievement when I play video games.”) • Agency (“I feel in control of my life when I play video games.”) • Escapism (“Playing video games helps me forget my problems.”) • Dominance (“I can try to be better than anyone else.”) • Social Status (“Video games are popular among my friends.”) Some Initial Results • N = 194 (103 males, 91 females; 104 5th graders, 90 8th graders) • 9% reported never playing video games Average Minutes Per Day of Video Game Playing Sex Day Weekday Total sample Males Grade Females 5th graders 8th graders 109 149 64 127 88 (Md=60) (Md=120) (Md=30) (Md=90) (Md=45) Weekend 229 day (Md=137.5) 293 143 259 180 (Md=230) (Md=60) (Md=195) (Md=90) 18 Hypothesis 2a: Overall Sample (N=177) 0.5 0.4 β = -.35** = 0.2 0 -0.2 -0.2 -0.25 -0.4 β = .13 -0.6 -0.6 = -0.8 -1 SD +1 SD Average Minutes of Video Game Play High Prefer to Friends Low Prefer to Friends Hypothesis 2c: Overall Sample (N=177) 4 3.49 β = -.34** General Self-Worth Positive Social Adjustment 0.6 = 3.14 3 2.98 2.98 β = -.02 = 2 -1 SD +1 SD Average Minutes of Video Game Play High Prefer to Friends Low Prefer to Friends 19 Student Survey Measures • Self-esteem and perceived self competence [Harter (1985)] – Cognitive Competence (“Some kids do very well at their class work…Other kids don’t do very well at their class work.”) – Social Competence (“Some kids have a lot of friends…Other kids don’t have very many friends.”) – General Self-Worth (“Some kids like the kind of person they are…Other kids often wish they were someone else.”) • Positive Peer Interactions – From the Friendship Questionnaire (Bierman & McCauley, 1987) – Measures the frequency with which children experience positive interactions with friends and peers – Sample item: How often is there someone you play with at recess? • Self-Reported Aggression – Derived from Peer Nomination of Aggression (Eron et al., 1971) and Direct and Indirect Aggression Scale (Bjorkqvist et al., 1992) – Sample items: How often do you call other kids names? How often do you push someone? Teacher Survey Measures • Social Behaviors – Derived from Teacher Predictions of Peer Nominations Scale (Huesmann et al., 1994) – Teachers rate the student on aggression, prosocial behavior, popularity, peer rejection, and victimization – Sample item: “What percentage of students would say [target child] is a child who helps other kids?” • Perceived Academic and Social Competence – Derived from Harter Teacher Rating Scale (1985) – Sample items: “This child believes he/she is very good at his/her school work,” “This child has a lot of friends.” 20 Gender Differences in Playing Any Violent Video Game • Boys were more likely than girls to report playing any type of violent video game, χ2 (2, N=479) = 152.49, p < .01, regardless of game type Boys Girls Never 14% 67% Once a week or less 26% 18% More than once a week 60% 15% Grade Level Differences in Playing Any Violent Video Game • Younger students were more likely to play violent video games than older students, χ2 (2, N=480) = 13.08, p < .05; – 7th graders were more likely to play first person shooter and multiplayer online games than the other students – Frequency of playing violent video games was highest for 7th grade boys, with 76% reporting playing more than once a week 7th 9th 11th Never 28% 40% 41% Once a week or less 22% 19% 29% More than once a week 50% 41% 30% 21 Gender Differences in Playing Web-Based Violent Video Games • Boys were more likely than girls to report playing webbased violent video games, χ2 (2, N=478) = 82.26, p < .01 Boys Girls Never 52% 90% Once a week or less 14% 6% More than once a week 34% 5% Grade Level Differences in Playing Web-Based Violent Video Games • Grade level was not significantly associated with playing web-based violent video games, χ2 (2, N=479) = 5.90, ns 7th 9th 11th Never 62% 68% 75% Once a week or less 12% 10% 9% More than once a week 26% 22% 15% 22 Relations Between Violent Video Game Playing and Behaviors • Frequency of playing violent video games was associated with aggressive and prosocial behavior (multivariate F (4,952) = 7.04, p < .01) – Students who did not play were marginally less aggressive and significantly more prosocial than those who played • Frequency of playing also was related to school adjustment (multivariate F (8,942) = 5.26, p < .01) – Those who did not play had higher levels of involvement in school activities, more positive attitudes toward school, and higher grades than those who played • Frequency of playing also was related to perceived social competence (multivariate F (8,952) = 2.46, p < .05) – Those who did not play had higher levels of perceived social competence than those who played more than once a week Relation Between Frequency of Playing Violent Video Games and Behavioral, Academic, and Social Adjustment Means Adjustment Behavior MANOVA F-value Never <= > 1ce/Week 1ce/Week F (4,952) = 7.04** Aggression F (2,476) = 2.43+ 2.07 2.22 2.19 Prosocial F (2,476) = 10.84** 3.71a 3.55 3.39b School Adjustment MANOVA F (8,942) = 5.26** Grades F (2,473) = 5.39** 2.33a 2.60 2.86b School involvement F (2,473) = 9.09** 5.54a 5.28 4.78b Negative attitudes F (2,473) = 8.50** 2.26a 2.36 2.54b Perceived sch. competence F (2,473) = .10 3.79 3.76 3.80 Social Adjustment MANOVA F (4,952) = 2.46* Intimate relations F (2,476) = 4.05* 3.98 3.98 3.78 Social competence F (2,476) = 3.77** 3.99 3.97 3.80 23 Relation Between Frequency of Playing Web-Based Violent Video Games and Behavioral, Academic, and Social Adjustment Means Adjustment Behavior MANOVA F-value Never <= > 1ce/Week 1ce/Week F (4,952) = 5.84** Aggression F (2,476) = 1.13 2.12 2.26 2.19 Prosocial F (2,476) = 10.12** 3.64a 3.46 3.30b 2.94b School Adjustment MANOVA F (8,940) = 2.88** Grades F (2,472) = 3.04* 2.50a 2.59 School involvement F (2,472) = 6.44* 5.30a 5.22 4.86b Negative attitudes F (2,472) = 8.50** 2.33a 2.42 2.60b Perceived sch. competence F (2,472) = .30 3.78 3.86 3.78 Social Adjustment MANOVA F (4,950) = 3.52** Intimate relations F (2,475) = 5.90** 3.96a 4.05 3.68b Social competence F (2,475) = 4.89** 3.96a 3.97 3.71b No Surprise: Frequency of Play is Related Across Content of Games • • For example: 80% of kids who never play first person shooter video games also never play strategy games; 45% of kids who play first person shooter video games more than once a week also play strategy games more than once a week Frequency of Play Across Two Contents of Games Contingency Coefficients Strategy with First Person Shooter .43 Strategy with Massively Multiplayer Online .51 Massively Multiplayer Online with First Person Shooter .35 24 Relation Between Frequency of Playing Web-Based Violent Video Games and Behavioral, Academic, and Social Adjustment Means Adjustment Behavior MANOVA F-value Never <= > 1ce/Week 1ce/Week F (4,952) = 5.84** Aggression F (2,476) = 1.13 2.12 2.26 2.19 Prosocial F (2,476) = 10.12** 3.64a 3.46 3.30b 2.94b School Adjustment MANOVA F (8,940) = 2.88** Grades F (2,472) = 3.04* 2.50a 2.59 School involvement F (2,472) = 6.44* 5.30a 5.22 4.86b Negative attitudes F (2,472) = 8.50** 2.33a 2.42 2.60b Perceived sch. competence F (2,472) = .30 3.78 3.86 3.78 Social Adjustment MANOVA F (4,950) = 3.52** Intimate relations F (2,475) = 5.90** 3.96a 4.05 3.68b Social competence F (2,475) = 4.89** 3.96a 3.97 3.71b F-Values for the Relation between Frequency of Play in a Given Context and Adjustment F-Values for Frequency of Play in Each Context ALONE Behavior MANOVA F (4,950) = 6.25** Aggression F (2,475) = 2.55+ Prosocial F (2,475) = 9.03** School Adjustment MANOVA F (8,940) = 4.64** Grades F (2,472) = 4.04* School involvement F (2,472) = 6.90** Negative attitudes F (2,472) = 7.76** Perceived sch. competence F (2,472) = .15 Social Adjustment MANOVA F (4,950) = 2.81* Intimate relations F (2,475) = 4.18* Social competence F (2,475) = 4.74** 25 F-Values for the Relation between Frequency of Play in a Given Context and Adjustment F-Values for Frequency of Play in Each Context ALONE Behavior MANOVA F (4,950) = 6.25** WITH OTHERS F (4,950) = 4.85* Aggression F (2,475) = 2.55+ F (2,475) = 1.93 Prosocial F (2,475) = 9.03** F (2,475) = 7.09** School Adjustment MANOVA F (8,940) = 4.64** F (8,940) = 3.59** Grades F (2,472) = 4.04* F (2,472) = 5.64** School involvement F (2,472) = 6.90** F (2,472) = 5.33** Negative attitudes F (2,472) = 7.76** F (2,472) = 6.13** Perceived sch. competence F (2,472) = .15 Social Adjustment MANOVA F (2,472) = .17 F (4,950) = 2.81* F (4,950) = 1.95+ Intimate relations F (2,475) = 4.18* F (2,475) = 3.39* Social competence F (2,475) = 4.74** F (2,475) = .95 F-Values for the Relation between Frequency of Play in a Given Context and Adjustment F-Values for Frequency of Play in Each Context ALONE Behavior MANOVA WITH OTHERS ONLINE F (4,950) = 6.25** F (4,950) = 4.85* F (4,952) = 6.38** Aggression F (2,475) = 2.55+ F (2,475) = 1.93 F (2,476) = 1.98 Prosocial F (2,475) = 9.03** F (2,475) = 7.09** F (2,476) = 10.57** F (8,940) = 4.64** F (8,940) = 3.59** F (8,940) = 2.73** Grades F (2,472) = 4.04* F (2,472) = 5.64** F (2,472) = 2.69+ School involvement F (2,472) = 6.90** F (2,472) = 5.33** F (2,472) = 3.78* School Adjustment MANOVA Negative attitudes F (2,472) = 7.76** F (2,472) = 6.13** F (2,472) = 5.97** Perceived sch. competence F (2,472) = .15 F (2,472) = .17 F (2,472) = .07 F (4,950) = 2.81* F (4,950) = 1.95+ F (4,950) = 3.92** Intimate relations F (2,475) = 4.18* F (2,475) = 3.39* F (2,475) = 6.04** Social competence F (2,475) = 4.74** F (2,475) = .95 F (2,475) = 6.28** Social Adjustment MANOVA 26 F-Values for the Relation between Frequency of Play of a Given Content/Type and Adjustment F-Values for Frequency of Play for Each Content FPS Behavior MANOVA F (4,952) = 7.09** Aggression F (2,476) = 1.34 Prosocial F (2,476) = 12.16** School Adjustment MANOVA F (8,942) = 5.40** Grades F (2,473) = 7.33** School involvement F (2,473) = 9.01** Negative attitudes F (2,473) = 9.40** Perceived sch. competence F (2,473) = .40 Social Adjustment MANOVA F (4,952) = 1.29 Intimate relations F (2,476) = 2.31 Social competence F (2,476) = .52 F-Values for the Relation between Frequency of Play of a Given Content/Type and Adjustment F-Values for Frequency of Play for Each Content Behavior MANOVA FPS STR F (4,952) = 7.09** F (4,952) = 4.90** Aggression F (2,476) = 1.34 F (2,476) = 1.18 Prosocial F (2,476) = 12.16** F (2,476) = 8.11** F (8,942) = 5.40** F (8,942) = 2.98** Grades F (2,473) = 7.33** F (2,473) = 1.43 School involvement F (2,473) = 9.01** F (2,473) = 3.03* Negative attitudes F (2,473) = 9.40** F (2,473) = 5.10** Perceived sch. competence F (2,473) = .40 F (2,473) = .84 F (4,952) = 1.29 F (4,952) = 3.62** Intimate relations F (2,476) = 2.31 F (2,476) = 4.50* Social competence F (2,476) = .52 F (2,476) = 6.66** School Adjustment MANOVA Social Adjustment MANOVA 27 F-Values for the Relation between Frequency of Play of a Given Content/Type and Adjustment F-Values for Frequency of Play for Each Content FPS STR MMO F (4,952) = 7.09** F (4,952) = 4.90** F (4,956) = 5.87** Aggression F (2,476) = 1.34 F (2,476) = 1.18 F (2,478) = .26 Prosocial F (2,476) = 12.16** F (2,476) = 8.11** F (2,478) = 11.34** Behavior MANOVA School Adjustment MANOVA F (8,942) = 5.40** F (8,942) = 2.98** F (8,944) = 4.54** Grades F (2,473) = 7.33** F (2,473) = 1.43 F (2,474) = 5.43** School involvement F (2,473) = 9.01** F (2,473) = 3.03* F (2,474) = 3.78* Negative attitudes F (2,473) = 9.40** Perceived sch. competence F (2,473) = .40 Social Adjustment MANOVA F (2,473) = 5.10** F (2,474) = 8.87** F (2,473) = .84 F (2,474) = .16 F (4,952) = 1.29 F (4,952) = 3.62** F (4,954) = 2.84* Intimate relations F (2,476) = 2.31 F (2,476) = 4.50* F (2,477) = 4.25* Social competence F (2,476) = .52 F (2,476) = 6.66** F (2,477) = 4.47* A Silver Lining on Content of Video Games??? F-Values for Frequency of Playing Sports Video Games Behavior MANOVA F (4,950) = .52 Aggression F (2,475) = .02 Prosocial F (2,475) = 1.03 School Adjustment MANOVA F (8,940) = 1.36 Grades F (2,472) = 2.61+ School involvement F (2,472) = .66 Negative attitudes F (2,472) = 1.52 Perceived sch. competence F (2,472) = .03 Social Adjustment MANOVA F (4,950) = 3.50** Intimate relations F (2,475) = 1.91 Social competence F (2,475) = 3.87*a aYouth who played more than once a week had higher self perceived social competence than youth who never played sports games 28