SlideShare a Scribd company logo
1 of 28
Download to read offline
Toward A Better Understanding of the Relation
Between Violent Videogame Play and Different Types
of Antisocial Behavior
Merle Hamburger PhDa
Michele Ybarra MPH PhDb
Jeffery Hall PhDa
Philip J Leaf PhDc
Marie Diener-West PhDc
aCenters for Disease Control; bInternet Solutions for Kids, Inc.;
cJohns Hopkins School of Public Health
International Society for Research on Aggression,
July 2008, Budapest, Hungary
* Thank you for your interest in this presentation. Please note that
analyses included herein are preliminary. More recent, finalized
analyses may be available by contacting CiPHR for further
information.
Growing up with Media
(GuwM) Methodology
 Baseline data were collected August -
September, 2006
 1,588 households (one caregiver, one
child) were surveyed online
 Participants recruited from Harris Poll On
Line
GuwM Eligibility
 ADULT
 Be the most (or equally) knowledgeable of the
youth’s media use in the home
 Be a member of HPOL
 YOUTH
 Aged 10-15 years
 Use the Internet at least once in the last 6
months
 English speaking
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.
GuwM RR and
Weighting
 Response rate was 26%
 Propensity scoring was applied
 Data were weighted to match the US
population of adults with children
between the ages of 10 and 15 years
GuwM Youth
characteristics (n=1,588)
 48% Female
 Mean age: 12.6 years (SE: 0.05)
 71% White, 13% Black, 9% Mixed, 7%
Other
 19% Hispanic
 Median time spent online on a typical
day: 31 minutes – 1 hour
Why Video Games?
 Video games are BIG BUSINESS
 ~268 million computer/video games sold
in 2007
 ~$9.5 BILLION in revenue (for 2007)
 Approximately 60% youth (8-18) play
video games for about an hour on any
given day
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,
Aggressive affect, and
Aggressive cognitions
 Decreased prosocial behavior
Immersion as a Mediator
A player’s sense of ‘presence’ in the
game
 Realism
 Effects more pronounced if game is
realistic
 Immersion
 Effects more pronounced if player
identifies with characters
Problem Statement
Little is known about how exposure to violent video
games is associated with: (a) seriously violent
behavior; (b) antisocial behavior; and (c)
delinquency.
What is the association between playing violent video
games and concurrent reports of externalizing behavior;
To what extent does immersion mediate this
association?
Characteristics of game
video players
 N=1,493 (video game players)
 48% Female
 Mean age: 12.5 years (SE: 0.04)
 79% White, 13% Black, 8% Other
 12% Hispanic
 Median HH income: $50,000-$74,999
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
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’
Outcome Variables…
 Seriously Violent Behavior
 Behavior likely resulting in murder
 Aggravated assault;
 Robbery;
 Sexual assault
 Alpha = 0.87
Outcome Variables…
 Antisocial Behavior
 Breaking rules
 Threatening / fighting with people
 Burglary
 Animal cruelty
 Alpha = 0.85
Outcome Variables…
 Delinquency
 Relational bullying;
 Physical aggression;
 Vandalism
 Manipulative/coercive behavior
 Alpha = 0.80
Potential Effect
Modifiers
 Realism
 The action in the games is like ‘real life.’
 Identification
 The people in the games are ‘just like me
or people I know’
Results
Variable
# Yes
(N = 1,493)
% of
Sample
Serious Violent Behavior 89 6
Antisocial Behavior 400 27
Delinquency 1,028 69.5
Violent Video Game 388 26.3
Realistic 471 49.1
Identification 185 19.4
Bivariate Odds
Controlling for participant age, sex, and income
Variable
Violent
Behavior
Antisocial
Behavior
Delinquency
Violent Video
Game Play
1.92 (1.19-3.08) 1.92 (1.45-2.52) 1.62 (1.22-2.17)
Realism 1.14 (0.71-1.84) 1.46 (1.09-1.94) 1.22 (0.91-1.64)
Identification 3.35 (2.02-5.55) 2.51 (1.76-3.57) 1.68 (1.11-2.54)
Path Analysis model
Mediational Path
analysis model
Summary
Playing violent video games is common.
 Over a quarter of respondents report
playing violent video games
 Weekly exposure significantly related to
playing violent video games
Summary
Consistent with previous literature
reporting associations between violent
video games and aggression..
 Frequent exposure to violent video games
is concurrently associated with serious
externalizing behaviors,
 Character identification is a mediator
Limitations of
GuwM Data
 Data are cross-sectional
 Reliance on self-reports
 It is possible that:
 Children were monitored by their parents
 22% of youth indicated someone was close
enough to see the screen during data collection
 Parents completed the youth survey.
Implications
 Need to educate caregivers about the
growing evidence for the impact of
violent media / video games on serious
externalizing behaviors
 Character identification appears to be
important, over and above the violence
in the game itself.
Toward a better understanding of the relation between violent videogame play and different types of antisocial behavior
Contact Information
Dr. Merle Hamburger
Centers for Disease Control and Prevention
mhamburger@cdc.gov
This research was supported by Cooperative Agreement number
U49/CE000206 from the Centers for Disease Control and Prevention
(CDC). 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.

More Related Content

What's hot

Suicide Ideation Among First Responders
Suicide Ideation Among First RespondersSuicide Ideation Among First Responders
Suicide Ideation Among First RespondersRob Ramsden
 
Violent video games what is all the fuss about
Violent video games what is all the fuss aboutViolent video games what is all the fuss about
Violent video games what is all the fuss aboutSocial Care Ireland
 
Addiction to Video games
Addiction to Video gamesAddiction to Video games
Addiction to Video gamesvidyasawant
 
Psy 118 paper #3 psychology of prison rape msgjr
Psy 118 paper #3   psychology of prison rape msgjrPsy 118 paper #3   psychology of prison rape msgjr
Psy 118 paper #3 psychology of prison rape msgjrSammie Gillaspie
 
Violence in video games
Violence in video gamesViolence in video games
Violence in video gamesMarko Crnila
 
Violence in video games
Violence in video gamesViolence in video games
Violence in video gameskirkngai
 
The Psychology of Aggression and Video Games
The Psychology of Aggression and Video GamesThe Psychology of Aggression and Video Games
The Psychology of Aggression and Video GamesSandra Knecht
 
Video games.fa.2015
Video games.fa.2015Video games.fa.2015
Video games.fa.2015Michael Park
 
Gaming and Gambling Addiction ("'App'rehesive"
Gaming and Gambling Addiction ("'App'rehesive"Gaming and Gambling Addiction ("'App'rehesive"
Gaming and Gambling Addiction ("'App'rehesive"Julie Hynes
 
Guerrero powerpoint
Guerrero  powerpointGuerrero  powerpoint
Guerrero powerpointAlex805
 
Rape day’-A virtual Reality Video Game Causes Outrage_Crimson Publishers
Rape day’-A virtual Reality Video Game Causes Outrage_Crimson PublishersRape day’-A virtual Reality Video Game Causes Outrage_Crimson Publishers
Rape day’-A virtual Reality Video Game Causes Outrage_Crimson PublishersCrimsonpublishersPPrs
 
Disordered Gambling Training - May 2015 - Michele Tantriella-Modell and Julie...
Disordered Gambling Training - May 2015 - Michele Tantriella-Modell and Julie...Disordered Gambling Training - May 2015 - Michele Tantriella-Modell and Julie...
Disordered Gambling Training - May 2015 - Michele Tantriella-Modell and Julie...Julie Hynes
 

What's hot (15)

Suicide Ideation Among First Responders
Suicide Ideation Among First RespondersSuicide Ideation Among First Responders
Suicide Ideation Among First Responders
 
Violent video games what is all the fuss about
Violent video games what is all the fuss aboutViolent video games what is all the fuss about
Violent video games what is all the fuss about
 
Addiction to Video games
Addiction to Video gamesAddiction to Video games
Addiction to Video games
 
Psy 118 paper #3 psychology of prison rape msgjr
Psy 118 paper #3   psychology of prison rape msgjrPsy 118 paper #3   psychology of prison rape msgjr
Psy 118 paper #3 psychology of prison rape msgjr
 
Violence in video games
Violence in video gamesViolence in video games
Violence in video games
 
Violence in video games
Violence in video gamesViolence in video games
Violence in video games
 
The Psychology of Aggression and Video Games
The Psychology of Aggression and Video GamesThe Psychology of Aggression and Video Games
The Psychology of Aggression and Video Games
 
Video games.fa.2015
Video games.fa.2015Video games.fa.2015
Video games.fa.2015
 
Gaming and Gambling Addiction ("'App'rehesive"
Gaming and Gambling Addiction ("'App'rehesive"Gaming and Gambling Addiction ("'App'rehesive"
Gaming and Gambling Addiction ("'App'rehesive"
 
Guerrero powerpoint
Guerrero  powerpointGuerrero  powerpoint
Guerrero powerpoint
 
Rape day’-A virtual Reality Video Game Causes Outrage_Crimson Publishers
Rape day’-A virtual Reality Video Game Causes Outrage_Crimson PublishersRape day’-A virtual Reality Video Game Causes Outrage_Crimson Publishers
Rape day’-A virtual Reality Video Game Causes Outrage_Crimson Publishers
 
Violent Video Games
Violent Video GamesViolent Video Games
Violent Video Games
 
Conway_Stannard
Conway_StannardConway_Stannard
Conway_Stannard
 
Disordered Gambling Training - May 2015 - Michele Tantriella-Modell and Julie...
Disordered Gambling Training - May 2015 - Michele Tantriella-Modell and Julie...Disordered Gambling Training - May 2015 - Michele Tantriella-Modell and Julie...
Disordered Gambling Training - May 2015 - Michele Tantriella-Modell and Julie...
 
Same sex violence2
Same sex violence2Same sex violence2
Same sex violence2
 

Viewers also liked

Food Finds Guide 2009
Food Finds Guide 2009Food Finds Guide 2009
Food Finds Guide 2009guest458be
 
HIZKUNTZA MUSIKALA Oinarrizko maila 7 8 urte
HIZKUNTZA MUSIKALA Oinarrizko maila 7 8 urteHIZKUNTZA MUSIKALA Oinarrizko maila 7 8 urte
HIZKUNTZA MUSIKALA Oinarrizko maila 7 8 urtehegoihan
 
Mejorando La EducacióN En Nuestra RegióN
Mejorando La EducacióN En Nuestra RegióNMejorando La EducacióN En Nuestra RegióN
Mejorando La EducacióN En Nuestra RegióNpedrorenan18
 
Aids English 06.01.2009
Aids English 06.01.2009Aids English 06.01.2009
Aids English 06.01.2009Oleg Zorak
 
Timisoara (city of Romania)
Timisoara (city of Romania)Timisoara (city of Romania)
Timisoara (city of Romania)rcc
 
Passagem das vistas para a axonometria
Passagem das vistas para a axonometriaPassagem das vistas para a axonometria
Passagem das vistas para a axonometriaHiran Ferreira Lira
 
Apresentação 'BT in SME'
Apresentação 'BT in SME'Apresentação 'BT in SME'
Apresentação 'BT in SME'pmls123
 
AHorne poster presentation
AHorne poster presentationAHorne poster presentation
AHorne poster presentationAdrienne Horne
 

Viewers also liked (20)

Using online focus groups to tailor a text-message based HIV-prevention proje...
Using online focus groups to tailor a text-message based HIV-prevention proje...Using online focus groups to tailor a text-message based HIV-prevention proje...
Using online focus groups to tailor a text-message based HIV-prevention proje...
 
Online threats to positive youth development: Online behaviors related to sex...
Online threats to positive youth development: Online behaviors related to sex...Online threats to positive youth development: Online behaviors related to sex...
Online threats to positive youth development: Online behaviors related to sex...
 
Cyber-Senga: Ugandan youth preferences for content in an Internet-delivered c...
Cyber-Senga: Ugandan youth preferences for content in an Internet-delivered c...Cyber-Senga: Ugandan youth preferences for content in an Internet-delivered c...
Cyber-Senga: Ugandan youth preferences for content in an Internet-delivered c...
 
Examining the applicability of the Information-Motivation-Behavior skills mod...
Examining the applicability of the Information-Motivation-Behavior skills mod...Examining the applicability of the Information-Motivation-Behavior skills mod...
Examining the applicability of the Information-Motivation-Behavior skills mod...
 
Power 3r
Power 3rPower 3r
Power 3r
 
Food Finds Guide 2009
Food Finds Guide 2009Food Finds Guide 2009
Food Finds Guide 2009
 
HIZKUNTZA MUSIKALA Oinarrizko maila 7 8 urte
HIZKUNTZA MUSIKALA Oinarrizko maila 7 8 urteHIZKUNTZA MUSIKALA Oinarrizko maila 7 8 urte
HIZKUNTZA MUSIKALA Oinarrizko maila 7 8 urte
 
Health and developmental impact: Violence and aggression
Health and developmental impact: Violence and aggressionHealth and developmental impact: Violence and aggression
Health and developmental impact: Violence and aggression
 
Intervention-end outcomes for Guy2Guy, a text messaging-based HIV prevention ...
Intervention-end outcomes for Guy2Guy, a text messaging-based HIV prevention ...Intervention-end outcomes for Guy2Guy, a text messaging-based HIV prevention ...
Intervention-end outcomes for Guy2Guy, a text messaging-based HIV prevention ...
 
Drawing upon successes in other fields to inform opportunities for technology...
Drawing upon successes in other fields to inform opportunities for technology...Drawing upon successes in other fields to inform opportunities for technology...
Drawing upon successes in other fields to inform opportunities for technology...
 
Mejorando La EducacióN En Nuestra RegióN
Mejorando La EducacióN En Nuestra RegióNMejorando La EducacióN En Nuestra RegióN
Mejorando La EducacióN En Nuestra RegióN
 
Aids English 06.01.2009
Aids English 06.01.2009Aids English 06.01.2009
Aids English 06.01.2009
 
Anabarba
AnabarbaAnabarba
Anabarba
 
Contextual factors that impact the risk of harms associated with teen sexting...
Contextual factors that impact the risk of harms associated with teen sexting...Contextual factors that impact the risk of harms associated with teen sexting...
Contextual factors that impact the risk of harms associated with teen sexting...
 
Timisoara (city of Romania)
Timisoara (city of Romania)Timisoara (city of Romania)
Timisoara (city of Romania)
 
Identifying “mischievous” responders through Latent Class Analysis
Identifying “mischievous” responders through Latent Class AnalysisIdentifying “mischievous” responders through Latent Class Analysis
Identifying “mischievous” responders through Latent Class Analysis
 
SBGC - KMRIO2006 - Entrevista - Fernando Jefferson
SBGC - KMRIO2006 - Entrevista - Fernando JeffersonSBGC - KMRIO2006 - Entrevista - Fernando Jefferson
SBGC - KMRIO2006 - Entrevista - Fernando Jefferson
 
Passagem das vistas para a axonometria
Passagem das vistas para a axonometriaPassagem das vistas para a axonometria
Passagem das vistas para a axonometria
 
Apresentação 'BT in SME'
Apresentação 'BT in SME'Apresentação 'BT in SME'
Apresentação 'BT in SME'
 
AHorne poster presentation
AHorne poster presentationAHorne poster presentation
AHorne poster presentation
 

Similar to Toward a better understanding of the relation between violent videogame play and different types of antisocial behavior

By Name, College affiliation Researchers h.docx
By Name, College affiliation Researchers h.docxBy Name, College affiliation Researchers h.docx
By Name, College affiliation Researchers h.docxhumphrieskalyn
 
Bahaya video games kekerasan
Bahaya video games kekerasanBahaya video games kekerasan
Bahaya video games kekerasanAndri Priyatna
 
General Aggression Model Of Human Aggression
General Aggression Model Of Human AggressionGeneral Aggression Model Of Human Aggression
General Aggression Model Of Human AggressionSheena Crouch
 
CDC’s Program to Incubate Games for Public Health Awareness
CDC’s Program to Incubate Games for Public Health AwarenessCDC’s Program to Incubate Games for Public Health Awareness
CDC’s Program to Incubate Games for Public Health AwarenessSeriousGamesAssoc
 
Theory and Research Proposal Senior Project
Theory and Research Proposal Senior ProjectTheory and Research Proposal Senior Project
Theory and Research Proposal Senior ProjectKyra Dillard
 
Exposure To Violence And Videogames
Exposure To Violence And VideogamesExposure To Violence And Videogames
Exposure To Violence And VideogamesSandra Arveseth
 
Violence In Video Games by Jamie Proudlock
Violence In Video Games by Jamie ProudlockViolence In Video Games by Jamie Proudlock
Violence In Video Games by Jamie ProudlockIronPumba
 
Cause of violence
Cause of violenceCause of violence
Cause of violenceTelecomm10
 
Cause of violence
Cause of violenceCause of violence
Cause of violenceTelecomm10
 
Addictive Behaviors - Problem Gambling
Addictive Behaviors - Problem GamblingAddictive Behaviors - Problem Gambling
Addictive Behaviors - Problem GamblingJulie Hynes
 

Similar to Toward a better understanding of the relation between violent videogame play and different types of antisocial behavior (20)

By Name, College affiliation Researchers h.docx
By Name, College affiliation Researchers h.docxBy Name, College affiliation Researchers h.docx
By Name, College affiliation Researchers h.docx
 
Bahaya video games kekerasan
Bahaya video games kekerasanBahaya video games kekerasan
Bahaya video games kekerasan
 
General Aggression Model Of Human Aggression
General Aggression Model Of Human AggressionGeneral Aggression Model Of Human Aggression
General Aggression Model Of Human Aggression
 
Emerging issues in research on adolescents’ exposure to violence
Emerging issues in research on adolescents’ exposure to violenceEmerging issues in research on adolescents’ exposure to violence
Emerging issues in research on adolescents’ exposure to violence
 
CDC’s Program to Incubate Games for Public Health Awareness
CDC’s Program to Incubate Games for Public Health AwarenessCDC’s Program to Incubate Games for Public Health Awareness
CDC’s Program to Incubate Games for Public Health Awareness
 
Theory and Research Proposal Senior Project
Theory and Research Proposal Senior ProjectTheory and Research Proposal Senior Project
Theory and Research Proposal Senior Project
 
Video Games And Violence Essay
Video Games And Violence EssayVideo Games And Violence Essay
Video Games And Violence Essay
 
Ethical issues of asking youth sensitive questions about aggressive and serio...
Ethical issues of asking youth sensitive questions about aggressive and serio...Ethical issues of asking youth sensitive questions about aggressive and serio...
Ethical issues of asking youth sensitive questions about aggressive and serio...
 
Exposure To Violence And Videogames
Exposure To Violence And VideogamesExposure To Violence And Videogames
Exposure To Violence And Videogames
 
Frequency and implications of exposure to violent websites on youth behavior
Frequency and implications of exposure to violent websites on youth behaviorFrequency and implications of exposure to violent websites on youth behavior
Frequency and implications of exposure to violent websites on youth behavior
 
Video Games And Violent Violence
Video Games And Violent ViolenceVideo Games And Violent Violence
Video Games And Violent Violence
 
Oregon Adolescent Gambling Behavior Study
Oregon Adolescent Gambling Behavior StudyOregon Adolescent Gambling Behavior Study
Oregon Adolescent Gambling Behavior Study
 
Violence In Video Games by Jamie Proudlock
Violence In Video Games by Jamie ProudlockViolence In Video Games by Jamie Proudlock
Violence In Video Games by Jamie Proudlock
 
Cause of violence
Cause of violenceCause of violence
Cause of violence
 
Cause of violence
Cause of violenceCause of violence
Cause of violence
 
Teens, Games and Civics
Teens, Games and CivicsTeens, Games and Civics
Teens, Games and Civics
 
Linkages between violent exposures in new media and violent behavior: Finding...
Linkages between violent exposures in new media and violent behavior: Finding...Linkages between violent exposures in new media and violent behavior: Finding...
Linkages between violent exposures in new media and violent behavior: Finding...
 
Addictive Behaviors - Problem Gambling
Addictive Behaviors - Problem GamblingAddictive Behaviors - Problem Gambling
Addictive Behaviors - Problem Gambling
 
How protective against child and adolescent aggressive behavior is a violence...
How protective against child and adolescent aggressive behavior is a violence...How protective against child and adolescent aggressive behavior is a violence...
How protective against child and adolescent aggressive behavior is a violence...
 
Violence In Video Games Essay Examples
Violence In Video Games Essay ExamplesViolence In Video Games Essay Examples
Violence In Video Games Essay Examples
 

More from Center for Innovative Public Health Research

More from Center for Innovative Public Health Research (20)

Motivations of sexual minority girls for sex with females and males
Motivations of sexual minority girls for sex with females and malesMotivations of sexual minority girls for sex with females and males
Motivations of sexual minority girls for sex with females and males
 
Reasons why sexual minority girls in the United States have sex with girls an...
Reasons why sexual minority girls in the United States have sex with girls an...Reasons why sexual minority girls in the United States have sex with girls an...
Reasons why sexual minority girls in the United States have sex with girls an...
 
Developing Girl2Girl
Developing Girl2GirlDeveloping Girl2Girl
Developing Girl2Girl
 
Survey Development for Girl2Girl
Survey Development for Girl2GirlSurvey Development for Girl2Girl
Survey Development for Girl2Girl
 
Attitudinal and behavioral differences between youth who have had anal sex an...
Attitudinal and behavioral differences between youth who have had anal sex an...Attitudinal and behavioral differences between youth who have had anal sex an...
Attitudinal and behavioral differences between youth who have had anal sex an...
 
Lessons learned using FB to recruit LGBT adults across eastern Africa into on...
Lessons learned using FB to recruit LGBT adults across eastern Africa into on...Lessons learned using FB to recruit LGBT adults across eastern Africa into on...
Lessons learned using FB to recruit LGBT adults across eastern Africa into on...
 
STI testing behavior among sexual minority adolescent women recruited from FB...
STI testing behavior among sexual minority adolescent women recruited from FB...STI testing behavior among sexual minority adolescent women recruited from FB...
STI testing behavior among sexual minority adolescent women recruited from FB...
 
Opportunities to tailor HIV prevention programming for Ugandan young adults
Opportunities to tailor HIV prevention programming for Ugandan young adultsOpportunities to tailor HIV prevention programming for Ugandan young adults
Opportunities to tailor HIV prevention programming for Ugandan young adults
 
STI testing behavior among sexual minority adolescent women recruited from FB...
STI testing behavior among sexual minority adolescent women recruited from FB...STI testing behavior among sexual minority adolescent women recruited from FB...
STI testing behavior among sexual minority adolescent women recruited from FB...
 
A comparison of perpetrators of sexual violence who target romantic partners ...
A comparison of perpetrators of sexual violence who target romantic partners ...A comparison of perpetrators of sexual violence who target romantic partners ...
A comparison of perpetrators of sexual violence who target romantic partners ...
 
Description of young adult female perpetrators of sexual violence in the Unit...
Description of young adult female perpetrators of sexual violence in the Unit...Description of young adult female perpetrators of sexual violence in the Unit...
Description of young adult female perpetrators of sexual violence in the Unit...
 
8th Milestones meeting: Cyber violence roundtable
8th Milestones meeting: Cyber violence roundtable8th Milestones meeting: Cyber violence roundtable
8th Milestones meeting: Cyber violence roundtable
 
8th Milestones meeting: Cyber violence roundtable
8th Milestones meeting: Cyber violence roundtable8th Milestones meeting: Cyber violence roundtable
8th Milestones meeting: Cyber violence roundtable
 
SSSS 2016 Phoenix AZ 1 pdf
SSSS 2016 Phoenix AZ 1 pdfSSSS 2016 Phoenix AZ 1 pdf
SSSS 2016 Phoenix AZ 1 pdf
 
Ssss 2016 phoenix az 2 pdf
Ssss 2016 phoenix az 2 pdfSsss 2016 phoenix az 2 pdf
Ssss 2016 phoenix az 2 pdf
 
SSSS 2016 Phoenix AZ 2
SSSS 2016 Phoenix AZ 2SSSS 2016 Phoenix AZ 2
SSSS 2016 Phoenix AZ 2
 
Latent Transitions in Sexual Violence Perpetration in a nationally representa...
Latent Transitions in Sexual Violence Perpetration in a nationally representa...Latent Transitions in Sexual Violence Perpetration in a nationally representa...
Latent Transitions in Sexual Violence Perpetration in a nationally representa...
 
Expert Consultation on Bullying and Cyberbullying
Expert Consultation on Bullying and CyberbullyingExpert Consultation on Bullying and Cyberbullying
Expert Consultation on Bullying and Cyberbullying
 
Program acceptability of a text-messaging based HIV prevention program for ga...
Program acceptability of a text-messaging based HIV prevention program for ga...Program acceptability of a text-messaging based HIV prevention program for ga...
Program acceptability of a text-messaging based HIV prevention program for ga...
 
Beta test results of Guy2Guy: an mHealth HIV prevention program for sexual mi...
Beta test results of Guy2Guy: an mHealth HIV prevention program for sexual mi...Beta test results of Guy2Guy: an mHealth HIV prevention program for sexual mi...
Beta test results of Guy2Guy: an mHealth HIV prevention program for sexual mi...
 

Recently uploaded

Holi:: "The Festival of Colors in India"
Holi:: "The Festival of Colors in India"Holi:: "The Festival of Colors in India"
Holi:: "The Festival of Colors in India"IdolsArts
 
Young adult book quiz by SJU quizzers.ppt
Young adult book quiz by SJU quizzers.pptYoung adult book quiz by SJU quizzers.ppt
Young adult book quiz by SJU quizzers.pptSJU Quizzers
 
Inside Look: Brooke Monk's Exclusive OnlyFans Content Production
Inside Look: Brooke Monk's Exclusive OnlyFans Content ProductionInside Look: Brooke Monk's Exclusive OnlyFans Content Production
Inside Look: Brooke Monk's Exclusive OnlyFans Content Productionget joys
 
Taylor Swift quiz( with answers) by SJU quizzers
Taylor Swift quiz( with answers) by SJU quizzersTaylor Swift quiz( with answers) by SJU quizzers
Taylor Swift quiz( with answers) by SJU quizzersSJU Quizzers
 
"Quest for Knowledge: An Exciting Journey Through 40 Brain-Bending Questions ...
"Quest for Knowledge: An Exciting Journey Through 40 Brain-Bending Questions ..."Quest for Knowledge: An Exciting Journey Through 40 Brain-Bending Questions ...
"Quest for Knowledge: An Exciting Journey Through 40 Brain-Bending Questions ...RAGHURAMYC
 
5 Moments of Everyday Self-Loathing That Perfectly Describe Your Life
5 Moments of Everyday Self-Loathing That Perfectly Describe Your Life5 Moments of Everyday Self-Loathing That Perfectly Describe Your Life
5 Moments of Everyday Self-Loathing That Perfectly Describe Your LifeSalty Vixen Stories & More
 
Carowinds 2024: Thrills, Spills & Surprises
Carowinds 2024: Thrills, Spills & SurprisesCarowinds 2024: Thrills, Spills & Surprises
Carowinds 2024: Thrills, Spills & Surprisescarawinds99
 

Recently uploaded (7)

Holi:: "The Festival of Colors in India"
Holi:: "The Festival of Colors in India"Holi:: "The Festival of Colors in India"
Holi:: "The Festival of Colors in India"
 
Young adult book quiz by SJU quizzers.ppt
Young adult book quiz by SJU quizzers.pptYoung adult book quiz by SJU quizzers.ppt
Young adult book quiz by SJU quizzers.ppt
 
Inside Look: Brooke Monk's Exclusive OnlyFans Content Production
Inside Look: Brooke Monk's Exclusive OnlyFans Content ProductionInside Look: Brooke Monk's Exclusive OnlyFans Content Production
Inside Look: Brooke Monk's Exclusive OnlyFans Content Production
 
Taylor Swift quiz( with answers) by SJU quizzers
Taylor Swift quiz( with answers) by SJU quizzersTaylor Swift quiz( with answers) by SJU quizzers
Taylor Swift quiz( with answers) by SJU quizzers
 
"Quest for Knowledge: An Exciting Journey Through 40 Brain-Bending Questions ...
"Quest for Knowledge: An Exciting Journey Through 40 Brain-Bending Questions ..."Quest for Knowledge: An Exciting Journey Through 40 Brain-Bending Questions ...
"Quest for Knowledge: An Exciting Journey Through 40 Brain-Bending Questions ...
 
5 Moments of Everyday Self-Loathing That Perfectly Describe Your Life
5 Moments of Everyday Self-Loathing That Perfectly Describe Your Life5 Moments of Everyday Self-Loathing That Perfectly Describe Your Life
5 Moments of Everyday Self-Loathing That Perfectly Describe Your Life
 
Carowinds 2024: Thrills, Spills & Surprises
Carowinds 2024: Thrills, Spills & SurprisesCarowinds 2024: Thrills, Spills & Surprises
Carowinds 2024: Thrills, Spills & Surprises
 

Toward a better understanding of the relation between violent videogame play and different types of antisocial behavior

  • 1. Toward A Better Understanding of the Relation Between Violent Videogame Play and Different Types of Antisocial Behavior Merle Hamburger PhDa Michele Ybarra MPH PhDb Jeffery Hall PhDa Philip J Leaf PhDc Marie Diener-West PhDc aCenters for Disease Control; bInternet Solutions for Kids, Inc.; cJohns Hopkins School of Public Health International Society for Research on Aggression, July 2008, Budapest, Hungary * Thank you for your interest in this presentation. Please note that analyses included herein are preliminary. More recent, finalized analyses may be available by contacting CiPHR for further information.
  • 2. Growing up with Media (GuwM) Methodology  Baseline data were collected August - September, 2006  1,588 households (one caregiver, one child) were surveyed online  Participants recruited from Harris Poll On Line
  • 3. GuwM Eligibility  ADULT  Be the most (or equally) knowledgeable of the youth’s media use in the home  Be a member of HPOL  YOUTH  Aged 10-15 years  Use the Internet at least once in the last 6 months  English speaking
  • 4. 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.
  • 5. GuwM RR and Weighting  Response rate was 26%  Propensity scoring was applied  Data were weighted to match the US population of adults with children between the ages of 10 and 15 years
  • 6. GuwM Youth characteristics (n=1,588)  48% Female  Mean age: 12.6 years (SE: 0.05)  71% White, 13% Black, 9% Mixed, 7% Other  19% Hispanic  Median time spent online on a typical day: 31 minutes – 1 hour
  • 7. Why Video Games?  Video games are BIG BUSINESS  ~268 million computer/video games sold in 2007  ~$9.5 BILLION in revenue (for 2007)  Approximately 60% youth (8-18) play video games for about an hour on any given day
  • 8. 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
  • 9. Exposure to Violent Video Games Exposure related to:  Increased Aggressive behavior, Aggressive affect, and Aggressive cognitions  Decreased prosocial behavior
  • 10. Immersion as a Mediator A player’s sense of ‘presence’ in the game  Realism  Effects more pronounced if game is realistic  Immersion  Effects more pronounced if player identifies with characters
  • 11. Problem Statement Little is known about how exposure to violent video games is associated with: (a) seriously violent behavior; (b) antisocial behavior; and (c) delinquency. What is the association between playing violent video games and concurrent reports of externalizing behavior; To what extent does immersion mediate this association?
  • 12. Characteristics of game video players  N=1,493 (video game players)  48% Female  Mean age: 12.5 years (SE: 0.04)  79% White, 13% Black, 8% Other  12% Hispanic  Median HH income: $50,000-$74,999
  • 13. 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
  • 14. 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’
  • 15. Outcome Variables…  Seriously Violent Behavior  Behavior likely resulting in murder  Aggravated assault;  Robbery;  Sexual assault  Alpha = 0.87
  • 16. Outcome Variables…  Antisocial Behavior  Breaking rules  Threatening / fighting with people  Burglary  Animal cruelty  Alpha = 0.85
  • 17. Outcome Variables…  Delinquency  Relational bullying;  Physical aggression;  Vandalism  Manipulative/coercive behavior  Alpha = 0.80
  • 18. Potential Effect Modifiers  Realism  The action in the games is like ‘real life.’  Identification  The people in the games are ‘just like me or people I know’
  • 19. Results Variable # Yes (N = 1,493) % of Sample Serious Violent Behavior 89 6 Antisocial Behavior 400 27 Delinquency 1,028 69.5 Violent Video Game 388 26.3 Realistic 471 49.1 Identification 185 19.4
  • 20. Bivariate Odds Controlling for participant age, sex, and income Variable Violent Behavior Antisocial Behavior Delinquency Violent Video Game Play 1.92 (1.19-3.08) 1.92 (1.45-2.52) 1.62 (1.22-2.17) Realism 1.14 (0.71-1.84) 1.46 (1.09-1.94) 1.22 (0.91-1.64) Identification 3.35 (2.02-5.55) 2.51 (1.76-3.57) 1.68 (1.11-2.54)
  • 23. Summary Playing violent video games is common.  Over a quarter of respondents report playing violent video games  Weekly exposure significantly related to playing violent video games
  • 24. Summary Consistent with previous literature reporting associations between violent video games and aggression..  Frequent exposure to violent video games is concurrently associated with serious externalizing behaviors,  Character identification is a mediator
  • 25. Limitations of GuwM Data  Data are cross-sectional  Reliance on self-reports  It is possible that:  Children were monitored by their parents  22% of youth indicated someone was close enough to see the screen during data collection  Parents completed the youth survey.
  • 26. Implications  Need to educate caregivers about the growing evidence for the impact of violent media / video games on serious externalizing behaviors  Character identification appears to be important, over and above the violence in the game itself.
  • 28. Contact Information Dr. Merle Hamburger Centers for Disease Control and Prevention mhamburger@cdc.gov This research was supported by Cooperative Agreement number U49/CE000206 from the Centers for Disease Control and Prevention (CDC). 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.

Editor's Notes

  1. Respondents are recruited through partner websites, emails with online partners, refer-a-friend, trade shows, client supplied lists of customers, TV advertisements, direct mail, telephone recruitment of targeted populations
  2. As the children were recruited from the adults who initially agreed to take the study, the sample selection bias is found primarily in the characteristics of adults who chose to take this survey. Hence, only adults were propensity weighted and the propensity weights that were generated for the adults were applied to the child. The propensity score was derived from key questions in the survey that examined the attitudes and behaviors of the respondents as well as the demographic questions.
  3. 28% report 31-1hour 24% report half hour or less 22% report 1-2 hours
  4. Why study? A lot of games are being sold and many kids are playing them.
  5. … and the kids are often (more than half the time) playing violent video games that reward violent behavior
  6. Data (Anderson et al. meta analysis in 2004) have shown that exposure to violent video game play is associated with increased antisocial behavior and decreased prosocial behavior
  7. Realism – more graphically advanced, when blood is turned on, using a light gun Identification – sex of the character is consistent with player, player can ‘see’ their character Two studies 1) A study used a level editor to create a central play area that was mirrored, so as the player ran by, they’d see themselves 2) A study found that aggression by males and females was higher when their character was the same sex than when opposite sex
  8. 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 serious, moderate, and mild forms and antisocial behavior.
  9. 28% report 31-1hour 24% report half hour or less 22% report 1-2 hours
  10. Amount of game playing increases as level of aggression increases
  11. Last 12 months
  12. Murder: (i.e., stabbing or shooting someone); Aggravated assult: (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) Note, these questions were randomized for each participant to adjust for response bias due to ordering
  13. Breaking rule: (i.e., running away from home; ditching/skipping school) Threatening / Fighting: (i.e., threatened teacher; threatened someone with knife/gun; involved with gang fight) Burglary (i.e., broken into someone house; stolen something valuable) Animal cruelty (i.e., hurt animal on purpose) Based on factor analysis Note, these questions were randomized for each participant to adjust for response bias due to ordering
  14. Bullying: (i.e., Excluding people from group; spreading rumors about people) Physical aggression: (i.e., shoving or pushing people; getting into fights) Vandalism: (i.e., damaged someone else’s property) Dishonesty: (i.e., lying to someone to get something or a favor or get out of work) Note, these questions were randomized for each participant to adjust for response bias due to ordering
  15. Realistic = They are JUST LIKE or SOMEWHAT LIKE real life Identification = They are JUST LIKE ME or KINDA LIKE me
  16. Violent video game = many/most/all of the games they play have violent content Realistic = They are JUST LIKE or SOMEWHAT LIKE real life Identification = They are JUST LIKE ME or KINDA LIKE me
  17. Violent videogame play significantly predicted all three outcome variables (p<.05) Model fits the data, though, I do not have the exact fit statistics (they would help, yes?). But clearly, the model is not explaining A LOT of the variance in the 3 outcome variables. Controlling for age, sex, and income (these variables are not shown in the model) The 3 outcome variables are also correlated, but I cannot figure out how to draw the intercorrelations: SVB & ASB: r=0.65 ASB & DB: r=0.45 SVB & DB: r=0.30
  18. Violent video game play predicted character identification (p<.01) and character identification predicted the 3 outcome variables (p<.05) Character identification mediates the relation between violent video game play…when character identification is added, the relation between violent video game play and the 3 outcome variables disappears, but character identification is significantly associated with the 3 outcome variables. Model fits the data, though, I do not have the exact fit statistics (they would help, yes?). This model explains more of the variance in the 3 outcome variables. Additional variables in this model include age, sex, income, STAXI, and exposure to community violence (these variables are not shown in the model) The 3 outcome variables are also correlated, but I cannot figure out how to draw the intercorrelations: SVB & ASB: r=0.51 ASB & DB: r=0.23 SVB & DB: r=0.19
  19. You don’t know the answer unless you ask – it’s a strength that we have this data and are able to analyze it’s influence Note that to be at risk, you have to have the exposure – i.e., internet use; General population findings may yield different frequencies.
  20. The current data highlight some of these unhealthy behaviors, including sexually soliciting others, seeking out violent pornography, and other violent exposures online.
  21. Discounting violent video game content…and how we tend to overlook certain aggressive behaviors.