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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’
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’
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.
27.
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
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
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.
28% report 31-1hour 24% report half hour or less 22% report 1-2 hours
Why study? A lot of games are being sold and many kids are playing them.
… and the kids are often (more than half the time) playing violent video games that reward violent behavior
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
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
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.
28% report 31-1hour 24% report half hour or less 22% report 1-2 hours
Amount of game playing increases as level of aggression increases
Last 12 months
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
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
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
Realistic = They are JUST LIKE or SOMEWHAT LIKE real life Identification = They are JUST LIKE ME or KINDA LIKE me
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
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
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
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.
The current data highlight some of these unhealthy behaviors, including sexually soliciting others, seeking out violent pornography, and other violent exposures online.
Discounting violent video game content…and how we tend to overlook certain aggressive behaviors.