Proportion
3.3.1. gender difference analysis.
A structural equation model was used to investigate gender differences in the mediating effect of DPA between VVGE and PB, and the model included grade as a control variable. First, a model test was conducted on male and female students, and the results showed that the model fit was good in the two samples, which could be compared across groups ( Table 5 ). Next, the unconstrained Model M 0 was constructed on this basis (the male and female students had the same shape, and the path coefficient was freely estimated). The measurement weights Model M 1 was constructed based on model M 0 (the factor loading of latent variables in the two groups of models was restricted to remain unchanged across the groups). The two models fit well. The model comparison showed a significant difference between M 0 and M 1 [Δχ 2 = 20.55, p < 0.001], indicating that the model measurement coefficients of the male and female groups had cross-group inequalities. Further tests found cross-group differences in the loading coefficients of factors 1 and 2 on VVGE and the loading coefficients of peer barriers on IP. Therefore, the above coefficients were freely estimated to establish Model M 2 with equal measurement weights across groups. Finally, the structural weights Model M 3 is constructed based on M 2 (the path coefficients in the two groups of models are restricted to remain unchanged across groups). The results showed that both M 2 and M 3 models fit well, and the model comparison revealed a significant difference between M 2 and M 3 [Δχ 2 = 57.14, p < 0.001]. Further tests revealed that the path coefficients of DPA on IP and EP differed across the groups ( Table 5 , Figure 2 ). The predictive effect of DPA on IP in boys ( β = 0.31, p < 0.001) was significantly higher than that in girls ( β = 0.28, p < 0.001). However, the predictive effect of DPA on EP was significantly lower in boys ( β = 0.37, p < 0.001) than in girls ( β = 0.41, p < 0.001).
Gender differences in mediating role of deviant peer affiliation. Note: The path coefficient is male outside the brackets and female inside the brackets; the load coefficient between each latent variable and its index, the residual error and error of all variables, and the control variable coefficient are omitted to simplify the model. * p < 0.05, *** p < 0.001.
Fitting index of multi-cohort model for multi-cohort analysis of gender difference.
Model | χ /df | CFI | GFI | IFI | TLI | RMSEA | SRMR |
---|---|---|---|---|---|---|---|
M | 4.52 | 0.97 | 0.98 | 0.97 | 0.94 | 0.06 | 0.05 |
M | 7.15 | 0.95 | 0.96 | 0.95 | 0.92 | 0.08 | 0.06 |
M | 5.97 | 0.96 | 0.97 | 0.96 | 0.93 | 0.05 | 0.05 |
M | 5.81 | 0.95 | 0.97 | 0.95 | 0.93 | 0.05 | 0.05 |
M | 5.79 | 0.96 | 0.97 | 0.96 | 0.93 | 0.05 | 0.05 |
M | 5.77 | 0.95 | 0.96 | 0.95 | 0.93 | 0.05 | 0.05 |
Note: M male and M female were male and female models.
This study investigated the grade difference of the mediating role of DPA in VVGE and PB used for the cross-group comparison of the structural equation model and considered gender as a control variable in the model. The participants were divided into elementary school, junior high school, and senior high school according to their grades, and the grade differences in the intermediary model were investigated. First, the samples were divided into school sections for the model test. The results showed that the models of the three samples fit well and could be compared across groups ( Table 6 ). Next, the unconstrained model M 4 (three groups of models have the same shape, and the path coefficient can be estimated freely) was built. Further, the measurement coefficient Model M 5 (limiting the factor load of latent variables in three groups of models to be constant across groups) was built. Both models fit well, and the comparison of the models showed a significant difference between Models M 4 and M 5 [Δχ 2 = 45.66, p < 0.001], indicating that the measurement coefficients of the three groups of models were unequal across groups. Further tests showed cross-group differences in the load coefficient of factor 1 and factor 2 on VVGE, the load coefficient of factor 2 on DPA, and the load coefficient of peer obstacles on IP. Therefore, the above coefficients were estimated freely, and Model M 6 with equal measurement weights s across groups was established. Finally, a structural weights Model M 7 was built based on M 6 (the path coefficient among the three models is limited to be unchanged across groups). The results showed that the M 6 and M 7 models fit well, and the comparison indicated that M 6 and M 7 had significant differences [Δχ 2 = 110.07, p < 0.001]. Further examination showed that cross-group differences existed between the path coefficients of DPA on IP and EP and VVGE on EP ( Table 6 , Figure 3 ). For instance, the predictive effect of DPA on IP was significantly higher at the elementary school level ( β = 0.39, p < 0.001) than at the senior high school level ( β = 0.31, p < 0.001), and significantly higher at the senior high school level than at the junior high school level ( β = 0.22, p < 0.001). Further, the predictive effect of DPA on EP was significantly higher at the elementary level ( β = 0.41, p < 0.001) than at the junior high school level ( β = 0.33, p < 0.001), but considerably lower than that at the senior high school level ( β = 0.47, p < 0.001). The direct effect of VVGE on EP was significantly lower at the senior high school level ( β = 0.06, p = 0.217) than at the elementary school level ( β = 0.21, p < 0.001) and junior high school ( β = 0.24, p < 0.001).
Grade differences in mediating role of deviant peer affiliation. Note: Path coefficients outside parentheses are for elementary school, inside parentheses are for junior high school, and inside square brackets are for senior high school. The load coefficient between each latent variable and its index, the residual error and error of all variables, and the control variable coefficient are omitted to simplify the model. * p < 0.05, ** p < 0.01, *** p < 0.001.
Fitting index of multi-cohort model for multi-cohort analysis of grade difference.
Model | χ /df | CFI | GFI | IFI | TLI | RMSEA | SRMR |
---|---|---|---|---|---|---|---|
M | 1.10 | 1.00 | 0.99 | 1.00 | 1.00 | 0.01 | 0.02 |
M | 2.04 | 0.99 | 0.98 | 0.99 | 0.98 | 0.04 | 0.03 |
M | 2.89 | 0.98 | 0.98 | 0.98 | 0.96 | 0.05 | 0.03 |
M | 2.01 | 0.99 | 0.99 | 0.99 | 0.98 | 0.02 | 0.02 |
M | 2.29 | 0.98 | 0.98 | 0.98 | 0.97 | 0.03 | 0.04 |
M | 1.99 | 0.99 | 0.98 | 0.99 | 0.98 | 0.02 | 0.03 |
M | 2.66 | 0.97 | 0.97 | 0.97 | 0.96 | 0.03 | 0.08 |
Note: M elementary school , M junior high school , and M senior high school are models with different school sections.
Childhood and adolescence are crucial periods of rapid individual development and tremendous change. This study was conducted with elementary, junior high, and senior high school students, focusing on the mechanisms of VVGE and DPA on PBs of children and adolescents and examining the differences by gender and grade.
First, the findings showed that VVGE positively and significantly predicted PB in children and adolescents, validating Research Hypothesis 1, which is consistent with previous research [ 19 , 20 , 21 ]. Regarding IPs, Kuss and Griffiths (2012) argue that the emergence of IPs may result from escapism and that players are attracted to games to escape from real-world problems [ 64 ]. Nonetheless, too much exposure is unhelpful and may exacerbate players’ emotional problems, such as anxiety and depression. Concerning EPs, violent video games are often fast-paced and offer frequent rewards or novel and enjoyable stimuli, which may contribute to the attention problems of child/adolescent players. According to the social learning theory, individuals can acquire undesirable behaviors in two ways: first, through observational learning, in which individuals receive unwanted behaviors by observing or imitating others’ undesirable behaviors. The other way is direct learning, in which individuals acquire undesirable behaviors through personal participation. During the game, child and adolescent players can develop unwanted behaviors by observing and imitating game non-player characters or directly manipulating game characters, which may lead to more EPs being exhibited by children and adolescents in real life.
Second, DPA mediated the relationship between VVGE and IP and EP, validating research Hypothesis 2 that VVGE affects PB by increasing children’s adolescents’ DPA. Games have a significant impact on children’s and adolescents’ peer interaction as a way of maintaining friendship. According to social network theory [ 65 ], individuals who are chronically exposed to violent games may be increasingly exposed to undesirable peers through a process of “selection”. The “selection” process refers to children and adolescents actively choosing peers with similar behaviors as their peers. Children and adolescents chronically exposed to violent video games tend to have more IPs or EPs. They may voluntarily join peers identical to them through a selection process based on similarity. The influence of undesirable peers on children and adolescents’ PB results from the interaction between children and adolescents and undesirable peers. This interaction is two-way, including the “socialization” process and the “selection” process. The process of “socialization” refers to children and adolescents making friends with peers who exhibit PB; they may develop similar behaviors under the influence of peer pressure and other factors. These two processes interact; children and adolescents who play games select peers with behavioral problems, and interactions with undesirable peers increase their own problem behaviors [ 66 ]. Simultaneously, friendships with undesirable peers tend to be unstable, and interactions with them tend to increase traditional peer rejection, which also increases the risk of IPs and EPs in children and adolescents.
Finally, the study’s results found that the effects of DPA on IP and EP showed significant gender and grade differences, partially validating research Hypothesis 3. Regarding gender, boys’ IPs were more likely to be influenced by DPA. Generally, boys are less flexible and lack cognitive and emotional coping skills and regulation when dealing with interpersonal relationships than girls [ 34 ], which may lead to more psychological distress in boys when dealing with DPA. Girls’ EPs are more likely to be influenced by DPA. On the one hand, girls are typically more precocious than boys. They are more likely to be exposed to older mixed-sex groups. Further, adolescent girls are more sensitive to social appraisal concerns and more dependent on intimate relationships as a source of self-evaluation and self-worth [ 67 ]. A qualitative study found that college girls’ drinking behavior is more often driven by pressure to impress their male peers [ 68 ], suggesting that girls are more likely to engage in more EPs out of the need for approval and influence from undesirable peers. On the other hand, boys have a greater tendency toward EPs than girls, and their EPs are more likely to be influenced by a combination of other factors, such as hormones and personality [ 69 ]. Concerning grade differences, elementary school students’ IPs were affected more by DPA. Early adolescence is a critical transition period for individual development, during which essential changes in the individual are often accompanied by changes in the social environment. Simultaneously, individuals become more independent in the face of their parents, where dependence on parents is replaced by reliance on peers, and they are more susceptible to peer influence [ 70 , 71 ]. Additionally, children in elementary school tend to show a one-off imbalance in their psychological development due to their young age. Simultaneously, they have low self-centeredness and self-control; they are more susceptible to peer pressure and more likely to develop IPs. The EPs of senior high school students are affected more by DPA. It has been found that undesirable peer influences play an important role in developing PB in middle and late adolescence [ 27 ]. In senior high school, peer interaction has become an important way for senior high school students to meet their social needs and plays an important role in learning and life. Simultaneously, the character and hobbies of peers are gradually becoming essential criteria for choosing friends, and individuals who interact with undesirable peers often tend to misbehave. Aggression and popularity are often intertwined during interactions with undesirable peers [ 72 ]. Therefore, senior high school students in unwanted peer groups may adopt destructive behaviors to maintain friendships.
This study is an effort to explore the role of DPA between VVGE and PB, as well as gender and grade differences in a large sample (more than 2000 people), covering children and adolescents from different grades in elementary school, junior high school, and senior high school. In the term of theoretical aspect, this study explores the role of social factors in the relationship between VVGE and children and adolescents’ PBs and made clear the differences in both gender and grade, which deepens our understanding of the impact of VVGE on children and adolescents’ PBs and helps to explain its potential impact mechanism. In practice, this can also bring some thinking for the education of children and adolescents. As one of the common entertainment tools for children and adolescents, violent video games have a certain negative impact on children and adolescents’ social interaction and PBs. At the same time, the DPA of children and adolescents significantly affects their IPs and EPs. Therefore, in terms of family, parents should supervise children’s network use, cultivate children’s healthy network use habits, and avoid excessive addiction to video games. At the same time, they should also pay attention to children’s social interaction, guide children to establish healthy and positive peer groups, and reduce communication with bad peers. In school, first of all, teachers and mental health experts should pay attention to network security, to educate and guide children and adolescents to correctly understand the violent factors in video games. Secondly, we should pay attention to the harm of students’ bad companions and help students to establish a healthy and positive circle of friends. In addition, parents and schools should pay attention to the differences among primary, middle, and high school students in educating and guiding children and adolescents. In the social aspect, we can create a healthy network environment for children and adolescents by improving the game classification system and combating the illegal dissemination of harmful information.
Although the current study yielded important and practical findings on the targeted intervention and guidance, several limitations should be noted. First, this study is a cross-sectional study, which is not plausible to make a causal inference. In the future, longitudinal studies can be applied to clarify the causal relationship between variables. Second, all variables in the study are self-reported and may be affected by common method bias. Therefore, a more comprehensive data collection method should be adopted. Thirdly, video games are one of the common entertainment tools for children and adolescents and are regarded as an important factor affecting the psychosocial development of children and adolescents. This study only focuses on the impact of VVGE on children and adolescents’ PBs. Future research can further discuss the differences between different video game content. Finally, future researchers should consider more potential impact factors. In this study, we found that there are significant gender and age differences in the mediating role of DPA between violent video game exposure and problem behaviors, and the development of peer relationships in children and adolescents is affected by the individual growth environment (such as parent–child relationship, school atmosphere) [ 12 , 73 ]. Therefore, examining environmental factors such as family and school helps us understand the role of deviant peer affiliation.
In sum, this study found that VVGE can affect the social interaction of children and adolescents, thereby increasing their PBs, and this effect has gender and age differences. In terms of gender, although boys generally show more EPs in their daily lives, their IPs are more susceptible to peer influence, while girls are the opposite. In terms of age, the influence of peers presents different characteristics in different age groups. The IP of primary school students is more susceptible to DPA, while the EP of high school students is more susceptible to DPA.
The authors would like to thank all the students who participated in this study. The authors would like to thank all the researchers who helped with data collection.
This work was supported by the Chongqing Federation of Social Science [grant numbers 2020SZ29].
Conceptualization M.W., Y.L. and S.C.; data curation, M.W., Y.L. and S.C.; formal analysis, M.W. and S.C.; funding acquisition, Y.L.; investigation, M.W., Y.L. and S.C.; methodology, M.W., Y.L. and S.C.; project administration, Y.L.; resources, Y.L.; supervision, Y.L.; writing—original draft preparation, M.W.; writing—review and editing, M.W. and Y.L. All authors have read and agreed to the published version of the manuscript.
The study was conducted according to the guidelines of the Declaration of Helsinki and approved Research Project Ethical Review Application Form, Faculty of Psychology, Southwest University of China ( {"type":"entrez-nucleotide","attrs":{"text":"H22074","term_id":"890769"}} H22074 , 4 July 2022).
Informed consent was obtained from all subjects and their parents involved in the study.
Conflicts of interest.
The authors declare no conflict of interest.
Publisher’s Note: MDPI stays neutral with regard to jurisdictional claims in published maps and institutional affiliations.
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85% of u.s. teens say they play video games, and about four-in-ten do so daily. teens see both positive and negative sides of video games – from problem-solving and making friends to harassment and sleep loss, table of contents.
Pew Research Center conducted this analysis to better understand teens’ use of and experiences with video games.
The Center conducted an online survey of 1,453 U.S. teens from Sept. 26 to Oct. 23, 2023, through Ipsos. Ipsos recruited the teens via their parents, who were part of its KnowledgePanel . The KnowledgePanel is a probability-based web panel recruited primarily through national, random sampling of residential addresses. The survey was weighted to be representative of U.S. teens ages 13 to 17 who live with their parents by age, gender, race and ethnicity, household income, and other categories.
This research was reviewed and approved by an external institutional review board (IRB), Advarra, an independent committee of experts specializing in helping to protect the rights of research participants.
Here are the questions used for this analysis , along with responses, and its methodology .
There are long-standing debates about the impact of video games on youth. Some credit them for helping young people form friendships and teaching them about teamwork and problem-solving . Others say video games expose teenagers to violent content, negatively impact their sleep and can even lead to addiction.
With this in mind, Pew Research Center surveyed 1,423 U.S. teens ages 13 to 17 about their own video game habits – from how often they play to the friends they’ve made and whether it gets in the way of them doing well in school or getting a good night’s sleep. 1
Jump to read about: Who plays video games | Socializing over video games | Views about video games’ impact | Harassment and violence in video games
Playing video games is widespread among teens. The vast majority of U.S. teens (85%) say they play them. Just 15% say they never do, according to the survey conducted Sept. 26-Oct. 23, 2023.
In addition to asking whether teens play video games, we also wanted to learn whether they consider themselves gamers. Overall, four-in-ten U.S. teens think of themselves as gamers. Just under half of teens (45%) play video games but do not think of themselves as gamers.
Nearly all boys (97%) say they play video games, compared with about three-quarters of teen girls. There is a substantial gap by gender in whether teens identify as gamers: 62% of teen boys do, compared with 17% of girls. 2
By gender and age
Younger teen girls are more likely than older girls to say they play video games: 81% of girls ages 13 to 14 compared with 67% of those ages 15 to 17. But among boys, nearly all play video games regardless of age.
Similar shares of teens play video games across different racial and ethnic groups and among those who live in households with different annual incomes. Go to Appendix A for more detail on which teens play video games and which teens identify as gamers.
We also asked teens how often they play video games. About four-in-ten U.S. teens say they play video games daily, including 23% who do so several times a day.
Another 22% say they play several times a week, while 21% play them about once a week or less.
Teen boys are far more likely than girls to say they play video games daily (61% vs. 22%). They are also much more likely to say they play them several times a day (36% vs. 11%).
By whether someone identifies as a gamer
About seven-in-ten teens who identify as gamers (71%) say they play video games daily. This drops to 30% among those who play them but aren’t gamers.
By household income
Roughly half of teens living in households with an annual income of less than $30,000 (53%) say they play video games at least daily. This is higher than those in households with an annual income of $30,000 to $74,999 (42%) and $75,000 or more (39%).
Go to Appendix A to see more details about who plays video games and identifies as a gamer by gender, age, race and ethnicity, and household income.
Most teens play video games on a gaming console or a smartphone. When asked about five devices, most teens report playing video games on a gaming console (73%), such as PlayStation, Switch or Xbox. And 70% do so on a smartphone. Fewer – though still sizable shares – play them on each of the following:
Many teens play video games on multiple devices. About a quarter of teens (27%) do so on at least four of the five devices asked about, and about half (49%) play on two or three of them. Just 8% play video games on one device.
Teen boys are more likely than girls to play video games on four of the five devices asked about – all expect tablets. For instance, roughly nine-in-ten teen boys say they ever play video games on a gaming console, compared with 57% of girls. Equal shares of teen boys and girls play them on tablets.
Teens who consider themselves gamers are more likely than those who play video games but aren’t gamers to play on a gaming console (95% vs. 78%), desktop or laptop computer (72% vs. 45%) or a virtual reality (VR) headset (39% vs. 19%). Similar shares of both groups play them on smartphones and tablets.
One way that teens engage with others about video games is through online platforms. And our survey findings show that teen gamers stand out for their use of two online platforms that are known for their gaming communities – Discord and Twitch :
Previous Center research shows that U.S. teens use online platforms at high rates .
Teens largely say they spend the right amount of time playing video games. When asked about how much time they spend playing them, the largest share of teens (58%) say they spend the right amount of time. Far fewer feel they spend too much (14%) or too little (13%) time playing them.
Teen boys are more likely than girls to say they spend too much time playing video games (22% vs. 6%).
By race and ethnicity
Black (17%) and Hispanic (18%) teens are about twice as likely than White teens (8%) to say they spend too little time playing video games. 3
A quarter of teens who consider themselves gamers say they spend too much time playing video games, compared with 9% of those who play video games but don’t identify as gamers. Teen gamers are also less likely to think they spend too little time playing them (19% vs. 10%).
Fewer than half of teens have reduced how much they play video games. About four-in-ten (38%) say they have ever chosen to cut back on the amount of time they spend playing them. A majority (61%) report that they have not cut back at all.
This share is on par with findings about whether teenagers have cut back with their screen time – on social media or their smartphone.
Although boys are more likely to say they play video games too much, boys and girls are on par for whether they have ever cut back. About four-in-ten teen boys (39%) and girls (38%) say that they have ever cut back.
And gamers are as likely to say they have cut back as those who play video games but don’t identify as gamers (39% and 41%).
A main goal of our survey was to ask teens about their own experiences playing video games. For this section of the report, we focus on teens who say they play video games.
Socializing with others is a key part of the video game experience. Most teens who play video games do so with others, and some have developed friendships through them.
About nine-in-ten teen video game players (89%) say they play them with other people, in person or online. Far fewer (11%) play them only on their own.
Additionally, about half (47%) report that they have ever made a friend online because of a video game they both play. This equals 40% of all U.S. teens who have made a friend online because of a video game.
These experiences vary by:
Teens who play video games are particularly likely to say video games help their problem-solving skills. More than half of teens who play video games (56%) say this.
Additionally, more think that video games help, rather than hurt, three other parts of their lives that the survey asked about. Among teens who play video games:
No more than 7% say playing video games has hurt any of these.
More teens who play video games say it hurts, rather than helps, their sleep. Among these teens, 41% say it has hurt how much sleep they get, while just 5% say it helps. And small shares say playing video games has impacted how well they do in school in either a positive or a negative way.
Still, many teens who play video games think playing them doesn’t have much an impact in any of these areas. For instance, at least six-in-ten teens who play video games say it has neither a positive nor a negative impact on their mental health (60%) or their school performance (72%). Fewer (41%) say this of their problem-solving skills.
Teen boys who play video games are more likely than girls to think playing them has helped their problem-solving skills, friendships and ability to work with others. For instance, 55% of teen boys who play video games say this has helped their friendships, compared with 35% of teen girls.
As for ways that it may hurt their lives, boys who play them are more likely than girls to say that it has hurt the amount of sleep they get (45% vs. 37%) and how well they do in school (21% vs. 11%).
Teens who consider themselves gamers are more likely than those who aren’t gamers but play video games to say video games have helped their friendships (60% vs. 35%), ability to work with others (52% vs. 32%), problem-solving skills (66% vs. 47%) and mental health (41% vs. 24%).
Gamers, though, are somewhat more likely to say playing them hurt their sleep (48% vs. 36%) and how well they do in school (20% vs. 14%).
By whether teens play too much, too little or the right amount
Teens who report playing video games too much stand out for thinking video games have hurt their sleep and school performance. Two-thirds of these teens say it has hurt the amount of sleep they get, and 39% say it hurt their schoolwork. Far fewer of those who say they play the right amount (38%) or too little (32%) say it has hurt their sleep, or say it hurt their schoolwork (12% and 16%).
Teens who play video games say they largely do so to be entertained. And many also play them to be social with and interact with others. Teens who play video games were asked about four reasons why they play video games. Among those who play video games:
While entertainment is by far the most common reason given by teens who play video games, differences emerge across groups in why they play video games.
Teens who identify as gamers are particularly likely to say each is major reason, especially when it comes to competing against others. About four-in-ten gamers (43%) say this is a major reason, compared with 13% of those who play video games but aren’t gamers.
Teen boys who play video games are more likely than girls to say competing (36% vs. 15%), spending time with others (36% vs. 27%) and entertainment (90% vs. 83%) are major reasons they play video games.
Black and Hispanic teens who play video games are more likely than White teens to say that learning new things and competing against others are major reasons they play them. For instance, 29% of Black teen video game players say learning something new is a major reason, higher than 17% of Hispanic teen video game players. Both are higher than the 7% of White teen video game players who say the same.
Teens who play video games and live in lower-income households are especially likely to say competing against others and learning new things are major reasons. For instance, four-in-ten teen video game players who live in households with an annual income of less than $30,000 say competing against others is a major reason they play. This is higher than among those in households with annual incomes of $30,000 to $74,999 (29%) and $75,000 or more (23%).
Cyberbullying can happen in many online environments, but many teens encounter this in the video game world.
Our survey finds that name-calling is a relatively common feature of video game life – especially for boys. Roughly four-in-ten teen video game players (43%) say they have been harassed or bullied while playing a video game in one of three ways:
Teen boys are particularly likely to say they have been called an offensive name. About half of teen boys who play video games (48%) say this has happened while playing them, compared with about a third of girls (32%). And they are somewhat more likely than girls to have been physically threatened (15% vs. 9%).
Teen gamers are more likely than those who play video games but aren’t gamers to say they been called and offensive name (53% vs. 30%), been physically threatened (17% vs. 8%) and sent unwanted sexually explicit things (10% vs. 6%).
Teens – regardless of whether they’ve had these experiences – think bullying is a problem in gaming. Eight-in-ten U.S. teens say that when it comes to video games, harassment and bullying is a problem for people their age. This includes 29% who say it is a major problem.
It’s common for teens to think harassment while playing video games is a problem, but girls are somewhat more likely than boys to say it’s a major problem (33% vs. 25%).
There have also been decades-long debates about how violent video games can influence youth behavior , if at all – such as by encouraging or desensitizing them to violence. We wanted to get a sense of how commonly violence shows up in the video games teens are playing.
Just over half of teens who play video games (56%) say at least some of the games they play contain violence. This includes 16% who say it’s in all or most of the games they play.
Teen boys who play video games are far more likely than girls to say that at least some of the games they play contain violence (69% vs. 37%).
About three-quarters of teen gamers (73%) say that at least some of the games they play contain violence, compared with 40% among video game players who aren’t gamers.
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A controversy has developed over the relation of violent video game play and aggression (1-4).Whereas the majority of those who conduct research on this topic argue that playing such games increases aggressive behavior, a vocal minority has argued that the relation of game play and real-world aggressive behavior is at best overstated and at worst spurious.
The participants in the violent video game group played on average 35 h and the non-violent video game group 32 h spread out across the 8 weeks interval (with no significant group difference p = 0 ...
Meta‐analyses have shown that violent video game play increases aggression in the player. The present research suggests that violent video game play also affects individuals with whom the player is connected. A longitudinal study ( N = 980) asked participants to report on their amount of violent video game play and level of aggression as well ...
1.1. Violent video games exposure and aggression. Although some recent studies have not found a significant relationship between VVGE and aggression (Ferguson & Kilburn, 2010; McCarthy, Coley, Wagner, Zengel, & Basham, 2016; Pan, Gao, Shi, Liu, & Li, 2018), a relatively solid association has been established in experimental, cross‐sectional, and longitudinal studies in general.
Additional research on the potential connection between video games and violent behavior is featured in the APS Research Topic Video Games and Violence. # # # Reference: Ferguson, C. J., Coperhaver, A., & Marley, P. (2020). Reexamining the Findings of the American Psychological Association's 2015 Task Force on Violent Media: A meta-analysis.
In the first step, a simple moderated model (Model 1) between exposure to violent video games and aggression was established. The result showed that exposure to violent video games had a significant effect on aggression (c 1 = 0.24, t = 6.13, p < 0.001), while the effect of family environment × exposure to violent video games on aggression was not significant (c 3 = 0.05, t = −1.31, p = 0. ...
To clarify and quantify the influence of video game violence (VGV) on aggressive behavior, ... BJ Bushman, LR Huesmann, Twenty-five years of research on violence in digital games and aggression revisited: A reply to Elson and Ferguson (2013). Eur Psychol 19, 47-55 (2014).
A more recent metaanalysis by Greitemeyer and Mügge (9) came to similar conclusions. Although hailed by some as conclusively demonstrating a link between violent video game play and aggression (7), the Anderson et al. (6) metaanalysis did not decrease skepticism among a vocal minority of researchers (10). In a wide range of articles, Ferguson ...
Although research on desensitization has mainly been conducted on the effects of watching violence on television, similar results have also been observed among players of violent video games (Bartholow et al. 2006; Greitemeyer 2014; Greitemeyer and McLatchie 2011).
Though an examination at this level has not been done for video game research yet, we observe that the majority of perhaps 10-12 preregistered studies of video game violence thus far have returned null results, e.g. [10,25,26] (a single preregistered study thus far has returned mixed results ), suggesting that meta-analyses which include wide ...
The majority of Task Force members concluded that no new empirical research has been published since the Technical Report on the Review of the Violent Video Game Literature by the 2015 APA Task Force on Violent Media, that substantially alters the report's general conclu-sions. In addition, three meta-analyses, published between January 2014 ...
Replies to comments made by Hoffman (see record 2014-13696-011) and Bushman and Pollard-Sacks (see record 2014-13696-012) on the author's original article, "Violent video games and the Supreme Court: Lessons for the scientific community in the wake of Brown v. Entertainment Merchants Association" (see record 2013-04752-001). Ferguson appreciates their thoughtful tone and hopes that this ...
Based on a review of the current literature, the new task force report (PDF, 285KB) reaffirms that there is a small, reliable association between violent video game use and aggressive outcomes, such as yelling and pushing. However, these research findings are difficult to extend to more violent outcomes. These findings mirror those of an APA ...
Violent Video Games and Aggression. The relationship between violent video games and adolescent aggression has become a hot issue in psychological research (Wiegman and Schie, 1998; Anderson and Bushman, 2001; Anderson et al., 2010; Ferguson et al., 2012; Greitemeyer, 2014; Yang et al., 2014; Boxer et al., 2015).Based on the General Aggression Model (GAM), Anderson et al. suggested that ...
The Dartmouth analysis drew on 24 studies involving more than 17,000 participants and found that "playing violent video games is associated with increases in physical aggression over time in children and teens," according to a Dartmouth press release describing the study, which was published Oct. 1, 2018, in the Proceedings of the National ...
While some research has found mixed results or a positive effect [51,52,53], or no relationship between VG practice and attention, other studies have linked VG playing with greater ... Actually, studies agree on the negative impact of violent video games on aggressive behavior. Several meta-analyses have examined violent VGs [6 ...
By: Roanna Cooper, MA and Marc Zimmerman, PhD, MI-YVPC Director. An op-ed article appeared recently in the The New York Times discussing the Supreme Court's decision to strike down California's law barring the sale or rental of violent video games to people under 18. The author, Dr. Cheryl Olson, describes how the proposed law was based on the erroneous assumption that such games influence ...
WASHINGTON — Violent video game play is linked to increased aggression in players but insufficient evidence exists about whether the link extends to criminal violence or delinquency, according to a new American Psychological Association task force report. "The research demonstrates a consistent relation between violent video game use and ...
By Rachel Kowert, PhD · August 25th, 2021 · Research, Video Games. What do we know about violent video games? In this all new State of the Research, we tackle the big kahuna: Violent video games. Specifically, we tackle the three broad issues associated with claims of violent video game effects on players:
The advent of video games raised new questions about the potential impact of media violence, since the video game player is an active participant rather than merely a viewer. 97% of adolescents age 12-17 play video games—on a computer, on consoles such as the Wii, Playstation, and Xbox, or on portable devices such as Gameboys, smartphones, and tablets.
1.1. Violent Video Game Exposure and Problem Behavior. Most studies show that violent video games significantly increase PB in players. Regarding violent content, some meta-analyses have found that violent video games increase players' aggressive cognition, emotion, and behavior and decrease players' empathy, which negatively impacts players' social behavior [17,18].
For instance, four-in-ten teen video game players who live in households with an annual income of less than $30,000 say competing against others is a major reason they play. This is higher than among those in households with annual incomes of $30,000 to $74,999 (29%) and $75,000 or more (23%). Bullying and violence in video games