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LiteratureReview-MichelleHJacquelineM.JacquelineK.pdf

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​, 67​13-19. 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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