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Does exposure to violent video games contribute to an increase in aggressive behaviour in adolescents? Article #1
APA Citation Willoughby, T., Adachi, P. J., & Good, M. (2012). A longitudinal study of the association between violent video game play and aggression among adolescents. Developmental Psychology, 48(4), 1044-1057. doi:10.1037/a00 26046
Article Name A Longitudinal Study of the Association Between Violent Video Game Play and Aggression Among Adolescents
Study Objective To determine a relationship between sustained violent video game play and increased aggression in young players.
N N = 1771
Sampling Type (probability or non-probab ility; subtype) Non - Probability Representati ve Sample, census panel design of 8 high schools grades 9-12
Design: Cross-sectio nal or longitudinal ; Design name Longitudinal
Key Variables Measured: Identify the IV & DV DV-Violent behavior IV-Violent game playing
Measureme nt Instrument Used: Survey
Main Findings High schoolers who play violent video games across many years of reported steeper increases in aggression over time.
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Article #2
Funk, J. B., Hagan, J., Schimming, J., Bullock, W. A., Buchman, D. D., & Myers, M. (2002). Aggression and psychopatholog y in adolescents with a preference for violent electronic games. Aggressive Behavior, 28(2), 134-144.
Aggression and psychopatho logy in adolescents with a preference for violent electronic games
To determine violent video games associated with negative externalizing , in particular aggressive emotions and behavior
N =32
Probability - Adolescents from middle school
Longitudinal
DV-Violent behavior IV-electroni c violent video game
Study questionnair e (YSR)
Boys demonstrate d a consistently higher preference for violent video games than girls. `
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Article # 3 Article #4
McCarthy, R. r., Coley, S. L., Wagner, M. F., Zengel, B., & Basham, A. (2016). Does playing video games with violent content temporarily increase aggressive inclinations? A pre-registered experimental study. Journal Of Experimental Social Psychology, 6713-19. Adachi, P. J., & Willoughby, T. (2016). The Longitudinal Association Between Competitive Video Game Play and Aggression
Does playing video games with violent content temporarily increase aggressive inclinations The longitudinal association between competitive video game play and aggressive behaviour among
Whether participants who played a violent video game (VVG) would exhibit increased aggressive inclinations To determine whether there is a correlation between competitive video game playing and aggressive
N= 382 N = 1132; four years later N = 1492
Northern Illinois University Department of Psychology 18-40 years Non probability - purposive sample that involved placing advertiseme nts, posters, etc. around on-campus
Longitudinal Longitudinal
DV-Violent behavior IV- how many pins they would like to stick into a “voodoo doll” DV = aggressive behaviour; ID = competitive video game playing
Measuremen t scale Survey administered by trained research assistants
This study tested the hypothesis that playing a VVG would subsequently increase aggressive inclinations.
The competitive video game play factor was significantly associated with aggression over time
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Article #5
Among Adolescents and Young Adults. Child Development, 87(6), 1877-1892. doi:10.1111/cde v.12556
Uhlmann, E., & Swanson, J. (2004). Exposure to violent video games increases automatic aggressiveness. Journal of Adolescence, 27(1), 41-52.
doi:10.1016/j.a dolescence.200 3.10.004
adolescents and young adults Exposure to violent video games increases automatic aggressivene ss
behaviour amongst young adults To determine if exposure to violent video games (in this case the game “Doom”) led participants to associate themselves with violent traits and actions on the Implicit
N = 121
student residences and offering monetary compensatio n for continued participation Non probability - purposive sample
Cross- sectional
DV= aggressive behavior IV = exposure to violent video game, Doom.
Implicit Association Test
among both adolescents and young adults, even after controlling for stability in aggression and a host of third variables (Ex: No significant differences in gender) Participants who had played the bloody and violent video game Doom for 10 min subsequently associated the self more with aggressive traits and actions on an IAT, but did not associate self with
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Association Test.
aggressive traits on a variety of self-report measures
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