Violent Video Games and Aggression
Stimulation or Catharsis or Both
Bibliographic Data
| ID | 22004673 |
|---|---|
| Authors | E J Lee (0000-0002-8752-248X, Seoul National University), Eun‐ju Lee (0000-0003-4612-0625, Seoul National University), Hyun Suk Kim (0000-0001-9803-314X, Seoul National University, corresponding author), Soonwook Choi (Seoul National University), S-O Choi (Seoul National University) |
| Year | 2021 |
| Volume | 24 |
| Issue | 1 |
| Pages | 41-47 |
| Publication date | 2021-01-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Cyberpsychology Behavior and Social Networking (JOURNAL) |
| Journal identifiers | ISSN: 2152-2715 • E-ISSN: 2152-2723 |
| Publisher | SAGE Publications (PUBLISHER • US) |
| DOI | 10.1089/cyber.2020.0033 |
| PMID | 33325791 |
| OpenAlex | W3113242922 |
| Language | EN |
| Citations received | 8 |
| References cited | 36 |
Effects of violent video games on aggression remain contentious despite decades of empirical investigations. Using eight-wave panel data collected from 662 South Korean adolescents (grades 4, 7, and 10) for a 4-year period (number of observations = 5,296), the current research critically tested competing hypotheses concerning the relations between violent video games and aggression. In so doing, we directly compared the results from dynamic fixed-effects (FE) regression with those from conventional contemporaneous FE regression to observe if different statistical models yield different outcomes. Consistent with the catharsis hypothesis, the dynamic FE model showed that violent (vs. nonviolent) game playing significantly lowered both verbal and physical aggression among heavy players, with no corresponding effect of the game type for light players. By contrast, results from the contemporaneous FE model lent support to the stimulation hypothesis, with violent game playing leading to increased physical aggression as well as verbal aggression among heavy players. Violent game playing did not significantly affect anger and hostility, but overall game time did, although in opposite directions depending on the statistical model. Specifically, the dynamic FE model indicated a significant reduction of the negative emotions as a result of increased game playing, whereas the contemporaneous FE model showed a significant increase in both emotions. Methodological implications and directions for future research are discussed
Aggression · Anger · Catharsis · Hostility · Injury prevention · Multimedia · Poison control · Regression analysis · Statistics · Verbal aggression · Video game · Bullying, Victimization, and Aggression · Child Development and Digital Technology · Computer Science · Impact of Technology on Adolescents · Medicine · Psychology · Social Psychology
Does violence in video games impact aggression and empathy? A longitudinal study of Czech adolescents to differentiate within- and between-person effects
Games and Creativity
Rage in video gaming, characteristics of loss of control among gamers
Supplemental Material for Rage in Video Gaming, Characteristics of Loss of Control Among Gamers
Predicting proteus effect via the user avatar bond
Gendered violence and sexualized representations in video games
Video Game Feedback Learning and Aggressive or Prosocial Effects
Sexist Attitudes in Online Video Gaming
Fixed Effects Regression Models
Hot Temperatures, Hostile Affect, Hostile Cognition, and Arousal
Metaanalysis of the relationship between violent video game play and physical aggression over time
The Differential Susceptibility to Media Effects Model
Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries
Violent video games and physical aggression
Video game rating systems in the US and Europe
Two Shorter Forms of the CES-D Depression Symptoms Index
Reinforcing Spirals
Exposure to violent video games and aggression in German adolescents
Aggressive Video Games are Not a Risk Factor for Future Aggression in Youth
Video Games and Youth Violence
A longitudinal study of the association between violent video game play and aggression among adolescents
Uses and Gratifications Research
The Aggression Questionnaire
Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life
Social Cognitive Theory of Mass Communication
Maximum Likelihood for Cross-lagged Panel Models with Fixed Effects
The effects of violent video games on aggression. A meta-analysis
| Unique citing works | 8 |
|---|---|
| Citations per year | 2 |
| Citation span | 2022 - 2026 (5) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 7 |