Annotated Bibliography 7
E M P I R I C A L R E S E A R C H
Video Game Violence Use Among ‘‘Vulnerable’’ Populations: The Impact of Violent Games on Delinquency and Bullying Among Children with Clinically Elevated Depression or Attention Deficit Symptoms
Christopher J. Ferguson • Cheryl K. Olson
Received: 18 April 2013 / Accepted: 17 July 2013 / Published online: 24 August 2013
� Springer Science+Business Media New York 2013
Abstract The issue of children’s exposure to violent
video games has been a source of considerable debate for
several decades. Questions persist whether children with
pre-existing mental health problems may be influenced
adversely by exposure to violent games, even if other
children are not. We explored this issue with 377 children
(62 % female, mixed ethnicity, mean age = 12.93) dis-
playing clinically elevated attention deficit or depressive
symptoms on the Pediatric Symptom Checklist. Results
from our study found no evidence for increased bullying or
delinquent behaviors among youth with clinically elevated
mental health symptoms who also played violent video
games. Our results did not support the hypothesis that
children with elevated mental health symptoms constitute a
‘‘vulnerable’’ population for video game violence effects.
Implications and suggestions for further research are
provided.
Keywords Video games � Aggression � Violence � Mental health
Introduction
Whether violent video games do or do not contribute to
behavioral aggression and societal violence among youth
has been debated, at the time of this writing, for three
decades. By societal violence, we refer to a range of
behaviors, from bullying and physical fighting to criminal
assault and even homicide, which are of concern to law-
makers and parents. We contrast societal violence with the
measures of relatively mild aggression (or perhaps com-
petition) often used in laboratory studies of college stu-
dents, which arguably do not tap well into the issue of
societal violence (Kutner and Olson 2008). Caution is
required in generalization of laboratory aggression mea-
sures to societal violence as the potential for misinformation
is considerable (Ferguson et al. 2011). To date, no con-
sensus has been reached on the matter of whether violent
games and societal violence are linked: some scholars argue
that violent games contribute to behavioral aggression
(Fraser et al. 2012) or even societal violence (Strasburger
2007), while others suggest that video games have a neg-
ligible influence on aggression (Puri and Pugliese 2012) or
may even reduce aggression (Colwell and Kato 2003).
Existing societal concerns about video games have
intensified after the 1999 Columbine High School massacre
(Ferguson 2013) and other well-publicized school shootings.
The tragic 2012 Sandy Hook Elementary School murders in
Newtown, Connecticut resurrected these debates amid
reports that the 20-year-old shooter was an avid gamer (e.g.,
Henderson 2012). The Newtown shooting also brought
renewed attention to wide discrepancies in opinion regarding
whether violent video games influence criminal behavior.
The Brown v EMA (2011) Supreme Court decision, in which
the Court ruled that a California law restricting the sale or
rental of violent games to minors was an unconstitutional
violation of the First Amendment, highlighted the limitations
of existing studies of violent video games and the difficulty
of applying this pool of research to policy-relevant questions.
A series of appellate court rulings made similar points (see
Brown v EMA 2011, p. 12). Given these court rulings, and
C. J. Ferguson (&) Department of Psychology, Stetson University,
DeLand, FL 32729, USA
e-mail: CJFerguson1111@Aol.com
C. K. Olson
Reston, VA, USA
123
J Youth Adolescence (2014) 43:127–136
DOI 10.1007/s10964-013-9986-5
the recurring media focus on video games, researchers need
to do more to answer the questions of greatest public concern
regarding video games and any potential harm to youth. The
recurrence of these concerns with each school shooting or
court ruling points to the need for studies that can mean-
ingfully inform policy and legal debates.
Video Game Violence Research: What is the Evidence?
Much speculation focuses on the issue of whether violence
in video games or other entertainment media, such as
television, can contribute to real-life violence. Evidence to
date is scant. For instance, in a recent meta-analysis that
focused on criminal aggression, Savage and Yancey (2008)
found that exposure to media violence shared only trivial
amounts of variance with criminal aggression. Similarly, in
a large sample of youth aged 10–15, Ybarra et al. (2008)
found that violent media exposure did not predict violence
once other confounding variables were controlled. It is also
noteworthy that the explosion in popularity and availability
of video games has coincided with a precipitous decline in
youth violence, not a rise (see Ferguson 2013 for
discussion).
There exists a large pool of studies examining video
game violence effects in college students using laboratory
methods and measures of relatively mild aggression. The
validity of these measures has been debated within the
research community (e.g. Giancola and Zeichner 1995;
Ritter and Eslea 2005). One point of contention is the lack
of clear correspondence between these measures and the
types of aggressive behaviors of interest to policy makers
and parents. For instance, such studies have examined
outcomes such as filling in the missing letters of words,
where ‘‘kill’’ rather than ‘‘kiss’’ is considered more
aggressive (Farrar et al. 2013); self-ratings of hostile
feelings (Williams 2011); or administering non-painful
bursts of annoying noise to consenting opponents in a
reaction-time test (Anderson and Dill 2000). Taken at face
value, such studies may be generalizable to competitive-
ness rather than aggression, or perhaps to mild aggressive
acts (the equivalent of children sticking tongues out at each
other), but cannot be generalized to societal violence. Even
these studies produce mixed results, however, and have
been criticized for methodological issues such as failing to
match violent and non-violent video game play conditions
carefully (Adachi and Willoughby 2011), using unstan-
dardized outcome measures that may allow researchers to
pick and choose outcomes fitting their hypotheses (Fergu-
son 2013), and high potential for demand characteristics.
By contrast, studies of video game effects on violent
behaviors among children, conducted outside laboratory
settings, remain relatively few in number. Such studies
differ in quality and standardized approach to measure-
ment. One study (Anderson et al. 2008) found weak links
between video game violence and aggression in US and
Japanese children, although interpretation of results is
complicated by the use of non-standard measures of
aggression and inadequate control for other variables. A
later German study tying media violence, including video
game play, to aggression in children (Krahé et al. 2012)
also did not use standardized assessments. That study may
have been compromised by the introduction of a media
education program into the schools mid-way through the
longitudinal period (e.g., Möller et al. 2012) introducing
demand characteristics (i.e., advertising the study hypoth-
eses to prime respondents to answer surveys in a particular
way, not representative of how they actually behave).
Another recent study that links violent games with
aggression, by Willoughby et al. (2012), carefully con-
trolled for important ‘‘third’’ variables. With other vari-
ables controlled, exposure to violent video games
correlated with later aggression with an effect size equiv-
alent to r = .07, indicating that violent game use was
associated with approximately half a percent increase in
aggressive behavior. The authors noted, however, that it
may be competitive qualities of the games, not violent
content, which led to this increase (see Adachi and Wil-
loughby 2011). In a follow-up longitudinal study (Adachi
and Willoughby 2013), the authors confirmed that com-
petition predicts later aggression, irrespective of violent
game exposure history.
Few other studies of children and video games have
made a solid case for a connection to aggression or violent
outcomes. Several have suggested that use of violent video
games might reduce aggression (Colwell and Kato 2003;
Shibuya et al. 2008 1 ). Others indicate that, with other
factors controlled, effects are null (Ferguson 2011; von
Salisch et al. 2011; Wallenius and Punamäki 2008; Ybarra
et al. 2008) or that effects may be idiosyncratic among
children (Unsworth et al. 2007). Meta-analyses (e.g.,
Sherry 2007) have found weaker effects in studies of
children than for college students, the opposite of what
might be expected developmentally. Thus, overall, it is
1 We note the issue that some research reports insinuate links
between violent games and aggression, where their data fail to support
such insinuations. We note that in Shibuya et al. 2008, in their
Table 2, the video game exposure by violence presence variable is
associated with a reduction in aggression in boys, but not girls. For
Ybarra et al. (2008) the null effect for violent video games is noted in
their Figure 2, although they largely ignore their own results to imply
links between violent games and youth aggression. These papers
highlight the need to closely examine research results when under-
standing the true implications of a research study. The rhetoric
employed by scholars in their abstracts and discussion sections does
not always match their data.
128 J Youth Adolescence (2014) 43:127–136
123
difficult to make clear conclusions about links between
video game violence and childhood aggression or violence.
Post-Sandy Hook, a view emerged, typified by the report
of the US House of Representatives Gun Violence Pre-
vention Task Force (2013), that current research probably
did not support concerns that the average child was harmed
by video game violence. Rather, attention should be
focused on prevention and early intervention with ‘‘at-risk
youth,’’ with particular emphasis on mental health. This is
a reasonable hypothesis, but one that has not been studied
extensively. Several studies of college students by Patrick
Markey found that violent video games may interact with
preexisting anger symptoms in some young adults to
increase hostility, although he has been cautious about
extending these findings to violence in children (Giumetti
and Markey 2007; Markey and Markey 2010; Markey and
Scherer 2009). These warnings are consistent with those of
criminologists who warn against generalizing laboratory
aggression measures to criminal violence (Savage 2008).
One recent analysis with children (Ferguson 2011) was
unable to confirm the hypothesis that children with pre-
existing antisocial traits were adversely influenced by
violent video games. However, more research would cer-
tainly be welcome.
The Current Study
The current study is intended to address gaps in the existing
literature by considering the impact of exposure to violence
in video games on criminal delinquency and bullying
behaviors in a sample of children with clinically elevated
mental health symptoms. It is important to note at the
outset that the vast majority of children with mental health
symptoms do not engage in violent behavior. Although
some symptoms of mental health problems such as
depression (Ferguson 2011) and attention deficit disorder
(Wymbs et al. 2012) have been identified as risk factors for
aggressive or violent behavior, this occurs only in combi-
nation with other significant risk factors, not as a direct
result of the mental health symptoms. Thus, scholars must
exercise caution not to further stigmatize mental illness by
insinuating links with violence.
Rather, our analyses are intended to address the
hypothesis that children with clinically elevated mental
health symptoms consistitute a ‘‘vulnerable’’ population of
individuals who may be susceptible to video game violence
effects even if clinically ‘‘normal’’ children are not. We
thus test two main hypotheses. First, it was hypothesized
that children with clinically elevated symptoms of
depression will demonstrate a correlation between violent
video game exposure and criminal delinquency and bul-
lying behavior-related outcomes. Second, it was
hypothesized that children with clinically elevated atten-
tion deficit symptoms will demonstrate a correlation
between violent video game exposure and criminal delin-
quency and bullying behavior related outcomes.
Methods
Participants
The current study includes a subset of participants from a
large federally funded project examining video game vio-
lence effects on youth. Details related to the initial devel-
opment and recruitment for this project can be found at
Kutner and Olson (2008). Only children who scored in the
clinically significant range on clinically validated scales
related to depressive or attention deficit symptoms (scales
discussed below) were included in the current analyses.
These included 377 children: 182 with clinically elevated
attention deficit symptoms, and 284 with clinically ele-
vated depressive symptoms. Clinically elevated symptoms
were comorbid for 89 (23.6 %) children. There were 234
females in the sample and 140 males (3 chose not to report
their gender). The mean age of the children was 12.93
(SD = .76). Children were recruited from both an urban
and suburban school. The ethnic makeup of students in the
urban school was 50 % white, 43 % black, 2 % Asian, 5 %
Hispanic and\1 % other. The ethnic makeup of students in the suburban school was 90 % white, 4 % black, 4 %
Asian, 1 % Hispanic and 1 % other (individual students
were not asked to report their ethnic background).
Measures
Depression/Attention Symptoms
Symptoms of depression and attention-deficit/hyperactivity
problems were assessed using the relevant subscales of the
youth self-report version of the Pediatric Symptom Check-
list—17 (PSC; Gardner et al. 1999). This instrument is a
validated, brief screening device for mental health problems
in children, and provides clinical cut-offs to identify children
whose symptoms merit further evaluation. Participants were
asked to rate whether they experienced particular mental
health symptoms ‘‘never,’’ ‘‘sometimes’’ or ‘‘often.’’ With
the current sample, coefficient alpha for the ADHD subscale
was .75 and for the depression subscale .80. The sample
reported mean was 5.41 and standard deviation was 2.28.
Trait Aggression
The Attitudes Toward Conflict scale (ATC; Dahlberg et al.
1998) consists of eight Likert items related to potential
J Youth Adolescence (2014) 43:127–136 129
123
aggressive responses to various hypothetical situations.
Sample items include, ‘‘It’s OK for me to hit someone to
get them to do what I want’’ and ‘‘I try to talk out a
problem instead of fighting.’’ Due to the stability in trait
aggression it is commonly regarded as an important control
variable and we include it here for this reason. Trait
aggression correlated with video game exposure at r = .24
for youth with elevated attention deficit symptoms and .23
for youth with elevated depressive symptoms. However,
predictive relationships between exposure to video game
violence and trait aggression became non-significant in
regression equations with gender, parental involvement,
stress and family/peer support controlled. Thus, we are
confident that our use of trait aggression as a control var-
iable does not miss relationships between video game
violence and trait aggression with other factors controlled.
Coefficient alpha for the current sample for the ATC was
.76. The sample reported mean was 16.48 and standard
deviation was 4.60.
Parental Involvement
To measure parents’ involvement with their children’s
media use, sharing media consumption with children and
making media consumption decisions for them, a nine-item
Likert-scale was created for this study. Examples of
questions included in this scale are ‘‘My parents play
electronic games with me,’’ and ‘‘My parents tell me I can’t
play a particular electronic game.’’ Coefficient alpha for
the current sample was .68. The sample reported mean was
18.48 and standard deviation was 4.12.
Support from Others
We compiled a sixteen item Likert-scale measure of per-
ceived support from peers and family. This measure was
based on two existing measures (Lerner et al. 2005; Phillips
and Springer 1992) of peer support and family support.
Overall coefficient alpha for the resultant scale was .87.
The sample reported mean was 44.35 and standard devia-
tion was 10.22.
Stress
The Stressful Urban Life Events scale (SULE; Attar et al.
1994), a 19 item yes/no scale, was used to measure total
stress that children in the current sample had experienced
during the past year. The SULE addressed stressors such as
getting suspended from school, getting poor grades on
one’s report card, or experiencing the death of a family
member. Coefficient alpha for the total stress scale was .67
for the current sample. The sample reported mean was 4.82
and standard deviation was 2.96.
Exposure to Video Game Violence
In the current study, we used Entertainment Software
Ratings Board (ESRB) video game ratings as an estimate
of exposure to violence in video games. Respondents were
asked to write the names of five video games that they had
‘‘played a lot’’ in the past 6 months. ESRB ratings were
then obtained for each game, and ordinally coded (a
maximal score of 5 for ‘‘Mature,’’ 4 for ‘‘Teen,’’ etc.). The
sample reported mean was 29.97 and standard deviation
was 30.09.
Many factors go into an ESRB rating, including lan-
guage, sexual content, and use of (or reference to) drugs or
gambling. However, among those factors that determine
the age-based rating, violence appears to take priority.
Descriptors of listed games were reviewed to ensure that
high ratings had not been obtained primarily for sexual
content; this was not the case for any of the games.
Common violence-containing games named by participants
included those in the Halo, Grand Theft Auto, and Mortal
Kombat series. The ratings were summed across the 5
games listed, then multiplied by the number of hours per
week that the child reported playing video games. As with
all attempts to assess game content exposure, this is only an
estimate; however, it removes some of the subjectivity
inherent in previous methods. This approach has been
found to be reliable and valid in previous research (Fer-
guson 2011; Lenhart et al. 2008).
Delinquency
A six-item Likert scale of general delinquency was com-
piled from several existing delinquency scales (Brener
et al. 2002; Elliot et al. 1985; Leffert et al. 1998). Ques-
tions addressed physical aggression (been in a physical
fight; hit or beat up someone) as well as more general
delinquency (stole something from a store; got into trouble
with the police; damaged property just for fun, such as
breaking windows, scratching a car, or putting paint on
walls; skipped classes or school without an excuse). Par-
ticipants were asked to report how often these behaviors
occurred within the previous twelve months. Coefficient
alpha for the resultant scale was .75 for the current sample.
The sample reported mean was 3.00 and standard deviation
was 3.95.
Bullying
The Revised Olweus Bully/Victim Questionnaire (Olweus
1996) was used to assess bullying behaviors. The bullying
perpetration scale consisted of 9 items in which partici-
pants were asked to rate how often they had engaged in
bullying behaviors over the past couple of months. Items
130 J Youth Adolescence (2014) 43:127–136
123
inquire about physical aggression, verbal aggression,
threats and social exclusion. A coefficient alpha of .86 was
obtained for the current sample. The sample reported mean
was 2.68 and standard deviation was 4.27.
Procedure
All procedures described within this study were approved
by local IRB and designed to comport with APA standards
for ethical human research. An ‘‘opt out’’ procedure was
used for student involvement, with parents notified of the
study through school newsletters and notices sent home to
students. Youth assent for participation was obtained for all
participants. Teachers were not present during data col-
lection, which occurred during the school day.
Primary data analysis used for the testing of the study
hypotheses were OLS multiple regressions. Gender,
parental involvement, trait aggression, stress, family/peer
support and exposure to video game violence, as well as
the interaction between exposure to violent video game and
trait aggression, were entered simultaneously in the
regression equation. In keeping with the recommendations
of Simmons et al. (2011), we certify that this analysis
approach was selected in advance and was not altered to
produce particular results. An interaction between trait
aggression and exposure to video game violence was tested
by first centering the variables to avoid multicollinearity.
Collinearity diagnostics for all regressions revealed
absence of any concerns with all VIFs below 2.0. Youth
with depressive or attention deficit symptoms will be
considered separately.
Results
Video Game Exposure
Children in our sample were generally very familiar with
electronic games. Of our sample, 84.4 % reported playing
video games on a computer, 81.2 % on a console and
50.4 % on a handheld device in the previous 6 months.
Only 6.1 % reported playing no games at all during that
time. Similarly, only 11.4 % of our sample had no expo-
sure to violent video games. Boys had considerably more
exposure to violent video games than did girls
[t(189.24) = 9.07, p \ .001, r = .46, 95 % CI = .38, .54]. Kurtosis and skew were acceptable, suggesting a normal
distribution of scores.
Video Game Influences
With the sample of children with clinically elevated
depressive symptoms and regarding delinquent criminality
as an outcome only stress (b = .30) and trait aggression (b = .42) were predictive of delinquent criminality. Nei- ther exposure to video game violence nor the interaction
between trait aggression and exposure to video game vio-
lence were predictive of delinquent outcomes. The adjusted
R 2
for this regression equation was .36. These results are
presented in Table 1.
With the same sample of children with clinically ele-
vated depressive symptoms but considering bullying
behaviors as an outcome, once again only stress (b = .23) and trait aggression (b = .28) were predictive of bullying behaviors. Neither exposure to video game violence nor the
interaction between exposure to video game violence and
trait aggression were predictive of bullying related out-
comes. The adjusted R 2
for this regression equation was
.22. These results are presented in Table 2.
With the sample of children with clinically elevated
attention deficit symptoms and regarding delinquent crim-
inality, as with the sample of children with clinically
Table 1 Delinquency regression: beta weights and significance of entered variables for adolescents with clinical elevated depressive
symptoms
Variable b 95 % confidence
interval
t test Significance
Gender .06 0.92 .36
Parental involvement -.01 -0.05 .96
Stress .30 (.19, .40) 4.73 .001*
Family/peer support -.07 -0.96 .34
Trait aggression .42 (.32, .51) 6.08 .001*
VGV .04 0.55 .59
VGV 9 trait aggression .04 0.64 .53
VGV exposure to video game violence
Table 2 Bullying regression: beta weights and significance of entered variables for adolescents with clinical elevated depressive
symptoms
Variable b 95 % confidence
interval
t test Significance
Gender -.11 -1.74 .14
Parental involvement -.01 -0.09 .92
Stress .23 (.12, .34) 3.24 .001*
Family/peer support -.05 -0.67 .50
Trait aggression .28 (.17, .38) 3.74 .001*
VGV -.07 -0.95 .34
VGV 9 trait aggression -.02 -0.23 .82
VGV exposure to video game violence
J Youth Adolescence (2014) 43:127–136 131
123
elevated depressive symptoms only stress (b = .32) and trait aggression (b = .38) were predictive of delinquent criminality. Neither exposure to video game violence nor
the interaction between trait aggression and exposure to
video game violence were predictive of delinquent out-
comes. The adjusted R 2
for this regression equation was
.37. These results are presented in Table 3.
Finally, with the sample once again of children with
clinically elevated attention deficit symptoms and with
regards to bullying behavior only trait aggression (b = .41) was predictive of bullying behaviors along with the inter-
action between trait aggression and exposure to violent
games (b = -.22) suggesting that highly trait aggressive children who also played violent video games were less
likely to engage in bullying behaviors. Exposure to Video
game violence was not a significant predictor of bullying
behaviors. The adjusted R 2
for this regression equation was
.19. These results are presented in Table 4.
Discussion
The 2011 Supreme Court (Brown v EMA 2011) case
seemed to have briefly cooled speculation about video
game violence effects on children. The tragic 2012 shoot-
ing of young children in Newtown, Connecticut by a
20-year-old male reportedly fond of playing violent video
games put the issue back on the front burner (Gun Violence
Prevention Task Force 2013). The consensus from the
government (e.g., Gun Violence Prevention Task Force
2013) seems to have been that current research does not
consistently link exposure to video game violence with
aggression or societal violence, but more research is nec-
essary to assess effects on potentially vulnerable subgroups
of children. The current study is an attempt to fill that gap
by considering correlational violent video game effects in a
sample of youth with clinically elevated mental health
symptoms. Our results did not provide support for the
hypotheses that exposure to violent video games would be
associated with increased delinquency or bullying behav-
iors in children with elevated mental health symptoms.
Our results indicated that violent video games were
associated with neither delinquent criminality nor bullying
behaviors in children with either clinically elevated
depressive or attention deficit symptoms. Nor did we find
support for the belief that trait aggression would interact
with video game violence within this sample of youth. That
is a particularly interesting finding given that a combina-
tion of mental health symptoms and long-term aggressive
traits are common elements to attackers who carried out
school shootings (US Secret Service and US Department of
Education 2002). Our results cannot, of course, be gen-
eralized to mass homicides. We do note that our findings
with more general forms of youth violence are similar to
those of the Secret Service report, in that trait aggressive-
ness and stress were risk factors for negative outcomes
where exposure to video game violence was not. The only
exception was our finding that, for children with elevated
attention deficit symptoms, trait aggression and video game
violence interacted in such a way as to predict reduced
bullying. This could be considered some small correla-
tional evidence for a cathartic type effect, although we note
it was for only one of four outcomes and small in effect
size. Thus we caution against overinterpretation of this
result.
None of the hypotheses related to video game violence
effects on vulnerable youth were supported. Although this
is only one piece of evidence, this early result does not
support the belief that certain at-risk populations of youth,
at least related to clinically elevated depression and
attention deficit symptoms and trait aggression, demon-
strate negative associations between violent video games
and aggression related outcomes. It may be that the
Table 3 Delinquency regression: beta weights and significance of entered variables for adolescents with clinical elevated attention
deficit symptoms
Variable b 95 % Confidence
interval
t test Significance
Gender .06 0.71 .48
Parental involvement .06 0.70 .49
Stress .32 (.18, .44) 4.21 .001*
Family/peer support -.15 -1.69 .10
Trait aggression .38 (.25, .50) 4.23 .001*
VGV .04 0.45 .65
VGV 9 trait aggression .03 0.39 .70
VGV = exposure to video game violence
Table 4 Bullying regression: beta weights and significance of entered variables for adolescents with clinical elevated attention
deficit symptoms
Variable b 95 % confidence
interval
t test Significance
Gender -.06 -0.61 .54
Parental involvement .06 0.65 .52
Stress .12 1.38 .17
Family/peer support .01 0.02 .99
Trait aggression .41 (.28, .52) 4.17 .001*
VGV .06 0.60 .55
VGV 9 trait
aggression
-.22 (-.08, -.35) -2.27 .03*
VGV exposure to video game violence
132 J Youth Adolescence (2014) 43:127–136
123
influence of media is simply too distal to impact children,
even those with mental health symptoms. We do note that
our results do not rule out motivational models of media
use, wherein effects are driven by user motivations rather
than automatic modeling of content. However, we found
little evidence to support beliefs in reliable probabilistic
models of automatic media modeling of violence in chil-
dren with elevated depressive or attention deficit
symptoms.
We note that our results differ from those of Patrick
Markey (Giumetti and Markey 2007; Markey and Markey
2010; Markey and Scherer 2009). There are several pos-
sible explanations for the differing results. For example,
Markey’s work considered hostile feelings in the short term
as outcome. It may be that such feelings do not persist or
do not extend to actual violent behavior. Markey’s work
also examined college students, whereas ours look at
youth. Differences between laboratory-based work and
correlational work also may help explain the differences in
findings.
Developmental and Theoretical Perspectives
Across youth and across outcomes, the current levels of
stress and trait aggression were the most consistent pre-
dictors of negative outcomes in youth. These results are
consistent with a model of aggression known as the Cata-
lyst Model, which is basically a diathesis stress model of
violence (Ferguson et al. 2008). Although we did not
specifically set out to test the Catalyst Model, our results
are a good fit for this theory’s predictions that violence is
the product of crystallized personality traits coupled with
stressful triggers from the environment.
From a developmental perspective, the Catalyst Model
suggests that such personality traits results from a combi-
nation of genetic propensity coupled with harsh upbring-
ing, although these were variables beyond our current
dataset. However, the Catalyst Model generally assumes
that exposure to media violence is a normative rather than
deviant experience (see also Olson 2010). This may differ
from the perspective of many commentators concerned
about harmful media influences. For instance, much
attention has focused on whether Adam Lanza (the New-
town, Connecticut shooter) had significant exposure to
violent video games (e.g. Henderson 2012). It is worth
noting that, statistically speaking, it would be more unusual
if he did not play violent video games, given that the
majority of youth and young men play such games at least
occasionally (Lenhart et al. 2008; Olson et al. 2007). Thus,
it may be a mistake to take the perspective that exposure to
violent video games or other media is a developmentally
abnormal experience. Our results support that generally
accepted thinking, even for children with elevated mental
health systems, may need to be changed.
The Catalyst Model has the advantage of acknowledging
that not all learning opportunities are equal. That is to say,
proximal influences, such as family environment, are
considered to have a greater impact than distal influences,
such as electronic media. We believe that this is superior to
traditional social cognitive models of aggression that
equate all learning opportunities and thus lack nuance and
an acknowledgement of developmental trends in which
children are known to process different sources of infor-
mation differently (Woolley and Van Reet 2006). The
Catalyst Model also relies less on the assumption that
aggressive cognitions and behaviors are based primarily on
cognitive aggressive scripts, which does not appear to be an
effective approach to understanding serious aggression.
The Catalyst Model fits best with our observations of stress
and trait aggression as the primary predictors of delin-
quency and bullying in youth, although as a correlational
study our findings can not address the causal assumptions
of the Catalyst Model.
In addition to looking at violence from more of a
diathesis-stress approach, there may be value in viewing
media use from more of a motivational perspective, such as
the uses and gratifications approach (Sherry et al. 2006) or
Self-Determination Theory (Przybylski et al. 2010; Ryan
et al. 2006). These theoretical approaches have in common
the value of taking the user experience as a primary driving
factor of the relationship between the user and media,
rather than presuming that content drives the relationship.
In the typical ‘‘hypodermic needle model’’ of media
effects, effects are traditionally conceptualized as Stimu-
lus/Response, or perhaps Stimulus/Organism/Response if
the individual is considered as a moderating variable (see
Ferguson and Dyck 2012 for discussion). There may be
greater value in considering the relationship from more of
an Organism/Stimulus/Response arrangement, with the
organism rather than the stimulus as the primary driving
force of the relationship between media and behavior. That
is to say, individuals may select certain kinds of media in
order meet needs they have or reach desired emotional
states. Even specific forms of media may have idiosyn-
cratic effects on users dependent upon how they consume
and process media.
Limitations and Conclusions
As with all studies, ours has limitations that are important
to consider. First, our sample includes children with mental
health symptoms above clinical cut-off points on a vali-
dated screening tool, but screening results do not constitute
official diagnoses of mental health disorders. Further,
J Youth Adolescence (2014) 43:127–136 133
123
although we considered mental health and trait aggression,
it is possible that other issues may place some children in
vulnerable populations that we did not identify. Our study
involves concurrent correlational data; thus, it is not pos-
sible to make causal inferences or to test the directionality
of observed relationships. Reliabilities of the stress and
parental involvement scales were also lower than ideal.
These two scales appear to tap into a broad array of issues,
which may explain this result; future researchers may wish
to consider more narrowly constructed scales. Lastly,
although our delinquency scale was compiled from existing
well-validated scales, it would be valuable to see our
results replicated using clinical outcomes such as the Child
Behavior Checklist or criminological outcomes such as the
Negative Life Events scale (Paternoster and Mazerolle
1994).
Our results suggest that the association between violent
video games and aggression related outcomes in children,
even those with clinically elevated mental health symp-
toms, may be minimal. Our research contributes to the field
of youth and media by providing evidence that a timely,
policy-relevant, and seemingly reasonable hypothesis—
that mentally vulnerable children may be particularly
influenced by violent video games—does not appear to be
well supported. However, more research on this popula-
tion, and on others likely to be at increased risk (such as
children exposed to violence in their homes or neighbor-
hoods), is needed to guide parents, health professionals and
policymakers. It may be valuable for future researchers to
consider alternate models of youth’s media use, particu-
larly those that focus on motivational models in which
users, rather than content, drive experiences. Content-based
theoretical models do not appear to be sufficient for a
sophisticated understanding of media use and effects.
A Word of Caution
Scholarship produced in the emotional and politicized
environment that follows a national tragedy (see Ferguson
2013) can give the appearance of a ‘‘wag the dog’’ effect,
with research commissioned based upon, and then used to
support, an a priori political agenda. As Hall et al. (2011)
noted in their article on the Supreme Court and video
games, a rush to judgment grounded in legislators’ inter-
pretations of ‘‘unsettled science’’ may damage the credi-
bility of the scientific process. Scholars would be wise to
proceed carefully, with close attention to sound method-
ology and discussion of limitations, as they design and
conduct the next wave of studies. Studies which move
beyond traditional social cognitive automatic processes to
consider how youth select, interpret and involve media in
their identity development as active consumers of media
would be of particularly high value.
Author contributions CJF conducted the main analyses for the paper and wrote the initial draft. CO collected the data an contributed
to revising drafts of this paper. Both authors participated equally in
conceiving and designing the analyses. Both authors read and
approved of the final manuscript.
References
Adachi, P. C., & Willoughby, T. (2011). The effect of video game
competition and violence on aggressive behavior: Which char-
acteristic has the greatest influence? Psychology of Violence,
1(4), 259–274.
Adachi, P. C., & Willoughby, T. (2013). Demolishing the competi-
tion: The longitudinal link between competitive video games,
competitive gambling, and aggression. Journal of Youth and
Adolescence,. doi:10.1007/s10964-013-9952-2.
American Psychological Association. (2005). Resolution on violence
in video games and interactive media. Retrieved July 3, 2011
from http://www.apa.org/about/governance/council/policy/inter
active-media.pdf.
Anderson, C. A., Gentile, D. A., & Dill, K. E. (2012). Prosocial,
antisocial, and other effects of recreational video games. In D.
G. Singer & J. L. Singer (Eds.), Handbook of children and the
media (2nd ed., pp. 249–272). Thousand Oaks, CA: Sage.
Anderson, C., Sakamoto, A., Gentile, D., Ihori, N., Shibuya, A.,
Yukawa, S., et al. (2008). Longitudinal effects of violent video
games on aggression in Japan and the United States. Pediatrics,
122(5), e1067–e1072.
Attar, B., Guerra, N., & Tolan, P. (1994). Neighborhood disadvan-
tage, stressful life events, and adjustment in urban elementary-
school children. Special issue: Impact of poverty on children,
youth, and families. Journal of Clinical Child Psychology, 23(4),
391–400.
Australian Government, Attorney General’s Department. (2010).
Literature review on the impact of playing violent video games
on aggression. Commonwealth of Australia.
Bavelier, D., Green, C., Han, D., Renshaw, P. F., Merzenich, M. M.,
& Gentile, D. A. (2011). Brains on video games. Nature Reviews
Neuroscience, 12(12), 763–768.
Brener, N., Kann, L., McManus, T., Kinchen, S., Sundberg, E., &
Ross, J. (2002). Reliability of the 1999 Youth Risk Survey
Questionnaire. Journal of Adolescent Health, 34, 336–342.
Brown v EMA. (2011). Retrieved July 1, 2011 from http://www.
supremecourt.gov/opinions/10pdf/08-1448.pdf.
Cohen, J. (1992). A power primer. Psychological Bulletin, 112,
155–159.
Colwell, J., & Kato, M. (2003). Investigation of the relationship
between social isolation, self-esteem, aggression and computer
game play in Japanese adolescents. Asian Journal of Social
Psychology, 6(2), 149–158.
Dahlberg, C., Toal, S., & Behrens, C. (Eds.). (1998). Measuring
violence-related attitudes, beliefs, and behaviors among youths:
A compendium of assessment tools. Atlanta, GA: Center of
Disease Control and Prevention, National Center for Injury
Prevention and Control.
Elliot, D., Huizinga, D., & Ageton, S. (1985). Explaining delinquency
and drug use. Beverly Hills, CA: Sage.
Ferguson, C. J. (2011). Video games and youth violence: A
prospective analysis in adolescents. Journal of Youth and
Adolescence, 40(4), 377–391.
Ferguson, C. J. (2013). Violent video games and the Supreme Court:
Lessons for the scientific community in the wake of Brown v
EMA. American Psychologist, 68(2), 57–74.
134 J Youth Adolescence (2014) 43:127–136
123
Ferguson, C. J., Coulson, M., & Barnett, J. (2011). Psychological
profiles of school shooters: Positive directions and one big wrong
turn. Journal of Police Crisis Negotiations, 11(2), 141–158.
Ferguson, C. J., & Dyck, D. (2012). Paradigm change in aggression
research: The time has come to retire the General Aggression
Model. Aggression and Violent Behavior, 17(3), 220–228.
doi:10.1016/j.avb.2012.02.007.
Ferguson, C. J., Rueda, S., Cruz, A., Ferguson, D., Fritz, S., & Smith,
S. (2008). Violent video games and aggression: Causal relation-
ship or byproduct of family violence and intrinsic violence
motivation? Criminal Justice and Behavior, 35, 311–332.
Fraser, A. M., Padilla-Walker, L. M., Coyne, S. M., Nelson, L. J., &
Stockdale, L. A. (2012). Associations between violent video
gaming, empathic concern, and prosocial behavior toward
strangers, friends, and family members. Journal of Youth and
Adolescence, 41(5), 636–649.
Gardner, W., Murphy, M., Childs, G., Kelleher, K., Pagano, M.,
Jellinek, M., et al. (1999). The PSC-17: A brief pediatric symptoms
checklist with psychosocial problem subscales. A report of PROS
and ASPN. Ambulatory Child Health, 5, 225–236.
Giancola, P. R., & Zeichner, A. (1995). Construct validity of a
competitive reaction-time aggression paradigm. Aggressive
Behavior, 21, 199–204.
Giumetti, G. W., & Markey, P. M. (2007). Violent video games and
anger as predictors of aggression. Journal of Research in
Personality, 41(6), 1234–1243.
Gun Violence Prevention Task Force. (2013). It’s time to act: A
comprehensive plan that reduces gun violence and respects the
2nd amendment rights of law-abiding Americans. Washington,
DC: US House of Representatives.
Hall, R., Day, T., & Hall, R. (2011). A plea for caution: Violent video
games, the Supreme Court, and the role of science. Mayo Clinic
Proceedings, 86(4), 315–321.
Henderson, B. (2012). Connecticut school massacre: Adam Lanza
‘spent hours playing Call of Duty.’ The Telegraph. Retrieved
April 18, 2013 from http://www.telegraph.co.uk/news/worldnews/
northamerica/usa/9752141/Connecticut-school-massacre-Adam-
Lanza-spent-hours-playing-Call-Of-Duty.html.
Krahé, B., Busching, R., & Möller, I. (2012). Media violence use and
aggression among German adolescents: Associations and trajec-
tories of change in a three-wave longitudinal study. Psychology
of Popular Media Culture, 1(3), 152–166.
Kutner, L., & Olson, C. (2008). Grand theft childhood: The surprising
truth about violent video games and what parents can do. New
York: Simon & Schuster.
Leffert, N., Benson, L., Scales, P., Sharma, A., Drake, D., & Blyth, D.
(1998). Developmental assets: Measurement and prediction of
risk behaviors among adolescents. Applied Developmental
Science, 2, 209–230.
Lenhart, A., Kahne, J., Middaugh, E., MacGill, A., Evans, C., &
Mitak, J. (2008). Teens, video games and civics: Teens’ gaming
experiences are diverse and include significant social interaction
and civic engagement. Pew Internet & American Life Project.
Retrieved December 29, 2010 from http://www.pewinternet.org/
PPF/r/263/report_display.asp.
Lerner, R., Lerner, J., Almerigi, J., Theokas, C., Phelps, E.,
Gestsdottir, S., et al. (2005). Positive youth development,
participation in community youth development programs, and
community contributions of fifth-grade adolescents: Findings
from the first wave of the 4-H study of positive youth
development. Journal of Early Adolescence, 25, 17–71.
Lewis, T. (2013). Report links violent media, mental health and guns
to mass shootings. Consumer Affairs. Retrieved February 21,
2013 from http://www.consumeraffairs.com/news/report-links-
violent-media-mental-health-and-guns-to-mass-shootings-021413.
html.
Markey, P. M., & Markey, C. N. (2010). Vulnerability to violent
video games: A review and integration of personality research.
Review of General Psychology, 14(2), 82–91.
Markey, P. M., & Scherer, K. (2009). An examination of psychot-
icism and motion capture controls as moderators of the effects of
violent video games. Computers in Human Behavior, 25(2),
407–411.
Möller, I., Krahé, B., Busching, R., & Krause, C. (2012). Efficacy of
an intervention to reduce the use of media violence and
aggression: An experimental evaluation with adolescents in
Germany. Journal of Youth and Adolescence, 41(2), 105–120.
Olson, C. K. (2010). Children’s motivations for video game play in
the context of normal development. Review of General Psychol-
ogy, 14(2), 180–187.
Olson, C., Kutner, L., Warner, D., Almerigi, J., Baer, L., Nicholi, A.,
et al. (2007). Factors correlated with violent video game use by
adolescent boys and girls. Journal of Adolescent Health, 41,
77–83.
Olweus, D. (1996). The Revised Olweus Bully/Victim Questionnaire.
Mimeo. Bergen: Research Center for Health Promotion (HEMIL
Center), University of Bergen.
Paternoster, R., & Mazerolle, P. (1994). General strain theory and
delinquency: A replication and extension. Journal of Research in
Crime and Delinquency, 31(3), 235–263.
Phillips, J., & Springer, F. (1992). Extended National Youth Sports
Program 1991-1992 evaluation highlights, part two: Individual
Protective Factors Index (IPFI) and risk assessment study.
Report prepared for the National Collegiate Athletic Association.
Sacramento, CA: EMT Associates.
Przybylski, A. K., Rigby, C., & Ryan, R. M. (2010). A motivational
model of video game engagement. Review of General Psychol-
ogy, 14(2), 154–166. doi:10.1037/a0019440.
Puri, K., & Pugliese, R. (2012). Sex, lies, and video games: Moral
panics or uses and gratifications. Bulletin of Science, Technology
& Society, 32(5), 345–352.
Reinecke, L. (2009). Games and recovery: The use of video and
computer games to recuperate from stress and strain. Journal of
Media Psychology: Theories, Methods, And Applications, 21(3),
126–142.
Ritter, D., & Eslea, M. (2005). Hot sauce, toy guns and graffiti: A
critical account of current laboratory aggression paradigms.
Aggressive Behavior, 31, 407–419.
Ruggiero, T. E. (2000). Uses and gratifications theory in the 21st
century. Mass Communication & Society, 3(1), 3–37.
Russoniello, C. V., O’Brien, K., & Parks, J. M. (2009). The
effectiveness of casual video games in improving mood and
decreasing stress. Journal of Cybertherapy and Rehabilitation,
2(1), 53–66.
Ryan, R. M., Rigby, C., & Przybylski, A. (2006). The motivational
pull of video games: A self-determination theory approach.
Motivation and Emotion, 30(4), 347–363.
Savage, J. (2008). The role of exposure to media violence in the
etiology of violent behavior: A criminologist weighs in.
American Behavioral Scientist, 51, 1123–1136.
Savage, J., & Yancey, C. (2008). The effects of media violence
exposure on criminal aggression: A meta-analysis. Criminal
Justice and Behavior, 35, 1123–1136.
Sherry, J. (2007). Violent video games and aggression: Why can’t we
find links? In R. Preiss, B. Gayle, N. Burrell, M. Allen, & J.
Bryant (Eds.), Mass media effects research: Advances through
meta-analysis (pp. 231–248). Mahwah, NJ: L. Erlbaum.
Sherry, J. L., Lucas, K., Greenberg, B. S., & Lachlan, K. (2006).
Video game uses and gratifications as predictors of use and game
preference. In P. Vorderer & J. Bryant (Eds.), Playing video
games: Motives, responses, and consequences (pp. 213–224).
Mahwah, NJ: Lawrence Erlbaum Associates.
J Youth Adolescence (2014) 43:127–136 135
123
Shibuya, A., Sakamoto, A., Ihori, N., & Yukawa, S. (2008). The
effects of the presence and context of video game violence on
children: A longitudinal study in Japan. Simulation and Gaming,
39(4), 528–539.
Simmons, J. P., Nelson, L. D., & Simonsohn, U. (2011). False-
positive psychology: Undisclosed flexibility in data collection
and analysis allows presenting anything as significant. Psycho-
logical Science, 22(11), 1359–1366. doi:10.1177/09567976114
17632.
Strasburger, V. (2007). Go ahead punk, make my day: It’s time for
pediatricians to take action against media violence. Pediatrics,
119, e1398–e1399.
Swedish Media Council. (2011). Våldsamma datorspel och aggres-
sion—en översikt av forskningen 2000–2011. Retrieved January
14, 2011 from http://www.statensmedierad.se/Publikationer/
Produkter/Valdsamma-datorspel-och-aggression/.
United States Secret Service and United States Department of
Education. (2002). The final report and findings of the Safe
School Initiative: Implications for the prevention of school
attacks in the United States. Retrieved July 2, 2011 from http://
www.secretservice.gov/ntac/ssi_final_report.pdf.
Unsworth, G., Devilly, G., & Ward, T. (2007). The effect of playing
violent videogames on adolescents: Should parents be quaking in
their boots? Psychology, Crime and Law, 13, 383–394.
Von Salisch, M., Oppl, C., & Kristen, A. (2006). What attracts
children? In P. Vorderer, J. Bryant, P. Vorderer, & J. Bryant
(Eds.), Playing video games: Motives, responses, and conse-
quences (pp. 147–163). Mahwah, NJ: Lawrence Erlbaum
Associates Publishers.
von Salisch, M., Vogelgesang, J., Kristen, A., & Oppl, C. (2011).
Preference for violent electronic games and aggressive behavior
among children: The beginning of the downward spiral? Media
Psychology, 14(3), 233–258.
Wallenius, M., & Punamäki, R. (2008). Digital game violence and
direct aggression in adolescence: A longitudinal study of the
roles of sex, age, and parent–child communication. Journal of
Applied Developmental Psychology, 29(4), 286–294.
Willoughby, T., Adachi, P. C., & Good, M. (2012). A longitudinal
study of the association between violent video game play and
aggression among adolescents. Developmental Psychology,
48(4), 1044–1057.
Woolley, J., & Van Reet, J. (2006). Effects of context on judgments
concerning the reality status of novel entities. Child Develop-
ment, 77, 1778–1793.
Wymbs, B., Molina, B., Pelham, W., Cheong, J., Gnagy, E.,
Belendiuk, K., et al. (2012). Risk of intimate partner violence
among young adult males with childhood ADHD. Journal of
Attention Disorders, 16(5), 373–383.
Ybarra, M., Diener-West, M., Markow, D., Leaf, P., Hamburger, M.,
& Boxer, P. (2008). Linkages between internet and other media
violence with seriously violent behavior by youth. Pediatrics,
122(5), 929–937.
Author Biographies
Dr. Christopher J. Ferguson is associate professor and department chair at Stetson University. His research interests focus on media
effects on children and adolescents, particularly violent media, and
thin images on body dissatisfaction.
Dr. Cheryl K. Olson is currently working as a consultant. Her research interests have focused on public health and policy related to
media issues.
136 J Youth Adolescence (2014) 43:127–136
123
Copyright of Journal of Youth & Adolescence is the property of Springer Science & Business Media B.V. and its content may not be copied or emailed to multiple sites or posted to a listserv without the copyright holder's express written permission. However, users may print, download, or email articles for individual use.
- Video Game Violence Use Among ‘‘Vulnerable’’ Populations: The Impact of Violent Games on Delinquency and Bullying Among Children with Clinically Elevated Depression or Attention Deficit Symptoms
- Abstract
- Introduction
- Video Game Violence Research: What is the Evidence?
- The Current Study
- Methods
- Participants
- Measures
- Depression/Attention Symptoms
- Trait Aggression
- Parental Involvement
- Support from Others
- Stress
- Exposure to Video Game Violence
- Delinquency
- Bullying
- Procedure
- Results
- Video Game Exposure
- Video Game Influences
- Discussion
- Developmental and Theoretical Perspectives
- Limitations and Conclusions
- A Word of Caution
- Author contributions
- References