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The relationship between violent video games, acculturation, and aggression among Latino adolescents.

Multiple factors are involved in the occurrence of aggressive behavior. The purpose of this study was to evaluate the hypotheses that Latino middle school children exposed to higher levels of video game playing will exhibit a higher level of aggression and fighting compared to children exposed to lower levels and that the more acculturated middle school Latino children will play more video games and will prefer more violent video games compared to less acculturated middle school Latino children. This study involved 5,831 students attending eight public schools in Texas. A linear relationship was observed between the time spent playing video games and aggression scores. Higher aggression scores were significantly associated with heavier video playing for boys and girls (p < 0.0001). The more students played video games, the more they fought at school (p < 0.0001). As Latino middle school students were more acculturated, their preference for violent video game playing increased, as well as the amount of time they played video games. Students who reported speaking more Spanish at home and with their friends were less likely to spend large amounts of time playing video games and less likely to prefer violent video games (p < 0.05).

Acculturation↗

Deciding to defect: the effects of video-game violence on cooperative behavior.

This experiment examined the effect of video-game violence on cooperative decision making. Participants (N= 48) were randomly assigned to play either a violent or a nonviolent version of the video game Doom in dyads. Following the video-game task, participants were separated and given an opportunity to choose to cooperate with their partner for mutual gain, withdraw from the interaction, or exploit their partner for their own benefit. Participants in the violent condition were significantly more likely to choose to exploit their partners than participants in the nonviolent condition. These findings suggest that playing violent video games may undermine prosocial motivation and promote exploitive behavior in social interactions.

Cooperative Behavior↗

Violence in E-rated video games.

CONTEXT: Children's exposure to violence, alcohol, tobacco and other substances, and sexual messages in the media are a source of public health concern; however, content in video games commonly played by children has not been quantified. OBJECTIVES: To quantify and characterize the depiction of violence, alcohol, tobacco and other substances, and sex in video games rated E (for "Everyone"), analogous to the G rating of films, which suggests suitability for all audiences. DESIGN: We created a database of all existing E-rated video games available for rent or sale in the United States by April 1, 2001, to identify the distribution of games by genre and to characterize the distribution of content descriptors associated with these games. We played and assessed the content of a convenience sample of 55 E-rated video games released for major home video game consoles between 1985 and 2000. MAIN OUTCOME MEASURES: Game genre; duration of violence; number of fatalities; types of weapons used; whether injuring characters or destroying objects is rewarded or is required to advance in the game; depiction of alcohol, tobacco and other substances; and sexual content. RESULTS: Based on analysis of the 672 current E-rated video games played on home consoles, 77% were in sports, racing, or action genres and 57% did not receive any content descriptors. We found that 35 of the 55 games we played (64%) involved intentional violence for an average of 30.7% of game play (range, 1.5%-91.2%), and we noted significant differences in the amount of violence among game genres. Injuring characters was rewarded or required for advancement in 33 games (60%). The presence of any content descriptor for violence (n = 23 games) was significantly correlated with the presence of intentional violence in the game (at a 5% significance level based on a 2-sided Wilcoxon rank-sum test, t(53) = 2.59). Notably, 14 of 32 games (44%) that did not receive a content descriptor for violence contained acts of violence. Action and shooting games led to the largest numbers of deaths from violent acts, and we found a significant correlation between the proportion of violent game play and the number of deaths per minute of play. We noted potentially objectionable sexual content in 2 games and the presence of alcohol in 1 game. CONCLUSIONS: Content analysis suggests a significant amount of violence in some E-rated video games. The content descriptors provide some information to parents and should be used along with the rating, but the game's genre also appears to play a role in the amount of violent play. Physicians and parents should understand that popular E-rated video games may be a source of exposure to violence and other unexpected content for children and that games may reward the players for violent actions.

Child↗

Is Mr Pac Man eating our children? A review of the effect of video games on children.

OBJECTIVE: To provide mental health professionals with an up-to-date review of the literature regarding the effects of playing video games on the well-being of children. METHOD: A computerized literature search of MEDLINE and PSYCHINFO of all articles written in English from 1966 to 1996 was performed. The various studies are organized into different sections. RESULTS: Playing video games is associated with a variety of physical effects including increased metabolic and heart rate, seizures, and tendinitis. Aggressive behaviour may result from playing video games, especially among younger children. There is no direct relationship between psychopathology or academic performance and playing video games. CONCLUSIONS: Video games have some adverse effects, but they are also valuable learning tools. Research about the role of video games is inadequate. The data are also limited by the lack of long-term studies and inconsistent findings.

Adolescent↗

Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life.

Two studies examined violent video game effects on aggression-related variables. Study 1 found that real-life violent video game play was positively related to aggressive behavior and delinquency. The relation was stronger for individuals who are characteristically aggressive and for men. Academic achievement was negatively related to overall amount of time spent playing video games. In Study 2, laboratory exposure to a graphically violent video game increased aggressive thoughts and behavior. In both studies, men had a more hostile view of the world than did women. The results from both studies are consistent with the General Affective Aggression Model, which predicts that exposure to violent video games will increase aggressive behavior in both the short term (e.g., laboratory aggression) and the long term (e.g., delinquency).

Adult↗

A cross-sectional analysis of video games and attention deficit hyperactivity disorder symptoms in adolescents.

BACKGROUND: Excessive use of the Internet has been associated with attention deficit hyperactivity disorder (ADHD), but the relationship between video games and ADHD symptoms in adolescents is unknown. METHOD: A survey of adolescents and parents (n = 72 adolescents, 72 parents) was performed assessing daily time spent on the Internet, television, console video games, and Internet video games, and their association with academic and social functioning. Subjects were high school students in the ninth and tenth grade. Students were administered a modified Young's Internet Addiction Scale (YIAS) and asked questions about exercise, grades, work, and school detentions. Parents were asked to complete the Conners' Parent Rating Scale (CPRS) and answer questions regarding medical/psychiatric conditions in their child. RESULTS: There was a significant association between time spent playing games for more than one hour a day and YIAS (p < 0.001), overall grade point average (p < or = 0.019), and the "Inattention" and "ADHD" components of the CPRS (p < or = 0.001 and p < or = 0.020, respectively). No significant association was found between body mass index (BMI), exercise, number of detentions, or the "Oppositional" and "Hyperactivity" components of CPRS and video game use. CONCLUSION: Adolescents who play more than one hour of console or Internet video games may have more or more intense symptoms of ADHD or inattention than those who do not. Given the possible negative effects these conditions may have on scholastic performance, the added consequences of more time spent on video games may also place these individuals at increased risk for problems in school.

Journal Article↗

A survey of epilepsy-patient perceptions of video-game material/electronic screens and other factors as seizure precipitants.

The risk of seizures while playing video games in photosensitive (PS) individuals with epilepsy is well established. However, media reporting, game packaging and anecdotal advice of medical practitioners may have implicated a broader proportion of the epilepsy population, i.e. not just those with PS, to be at risk. By using a hospital outpatient survey this paper investigates the perceived risk of using video games and electronic screens among those individuals with epilepsy. More than a quarter of those surveyed indicated that they thought that a substantially greater proportion of people with epilepsy were at risk from this stimulus than the estimated real risk suggests. One in 13 perceived that every individual with epilepsy is at risk of a seizure as a result of playing video games. Our results also indicate that the proportion of individuals with epilepsy surveyed who saw themselves to be at risk from video games, is two to three times the estimated real risk. For many individuals seizures during video-game play will represent a chance occurrence without a causal link. It is essential that accurate information is passed on to every individual with epilepsy regarding their personal susceptibility to photic-induced seizures so that those who are not at increased risk may participate in relevant activities without undue concern.

Adolescent↗

Physiological stress response to video-game playing: the contribution of built-in music.

Recent studies on video game playing have uncovered a wide range of measurable physiological effects on the organism, such as increases in cardiovascular activity and breathing responses. However, the exact source of these effects remains unclear. Given the well-known effects of sound on physiological activity, especially those of noise and of music, and on the secretion of the stress hormone cortisol in particular, we hypothesized that music may be a major source of stress during video game playing. We thus examined the effect of built-in music on cortisol secretion as a consequence of video game playing. Players were assigned quasi-randomly to either a Music or a Silence condition. Four saliva samples were taken, that is, after practice (T1), immediately after having played for 10 minutes (T2), 15 minutes after the end of the experiment (T3), and 30 minutes after the end of the experiment (T4). The results show that the Music group had significantly higher cortisol levels at T3, that is, when cortisol levels are assumed to reflect the stress induced by the game. These findings suggest for the first time that the auditory input contributes significantly to the stress response found during video game playing.

Adult↗

Physiologic responses to playing a video game.

The displacement of sports and other physical activities by television and video may contribute to the associations among television viewing, obesity, and reduced physical fitness. Because video games are widely played by children and adolescents, we assessed the metabolic and cardiovascular responses to video game playing. Heart rate, blood pressure, and oxygen consumption were measured serially over 30 minutes in 32 males and females aged 16 to 25 years (mean +/- SEM, 20 +/- 1 years) while they played the "Ms Pac-Man" video game under standard laboratory conditions and compared with measurements made in a standing but inactive position. Playing the video game significantly increased heart rate, systolic and diastolic blood pressure, and oxygen consumption. Energy expenditure increased from 6.08 +/- 0.24 kJ/min while the subjects stood inactive to 10.94 +/- 0.49 kJ/min while they played. The increase in metabolic rate and cardiovascular stimulation was similar in magnitude to mild-intensity exercise.

Adolescent↗

Temporal consistency of individual differences in cardiac response to a video game.

Three experiments are reported which examined the temporal stability of cardiac reactions to a video game of the 'space invaders' genre. Experiment 1 also addressed the matter of inter-task consistency; in addition to the video game, subjects were presented with an unsignalled reaction time task and led to believe that relatively quick reactions attracted financial reward, while slower ones brought either a burst of loud noise or withdrawal of money previously earned. Forty-two male subjects were tested on both tasks on two occasions, a week apart. Of the two tasks, the video game elicited the greater reactivity. In addition, individual variations in reactivity showed striking temporal stability for both tasks. However, inter-task consistency was much less marked; in fact, a significant inter-task correlation was obtained only on the first occasion of testing. It is probable that limited consistency here was in some measure due to the ineffectiveness of our reaction time task in eliciting substantial reactivity. Finally, reactivity was independent of baseline heart rate level. In experiment 2, three extreme high and three extreme low cardiac reactors were selected from an initial sample of 23 male subjects, on the basis of reactivity during an initial session with the video game, and subsequently studied during four further sessions. Once more, impressive stability of heart rate reactivity was apparent over sessions. In experiment 3, we examined the reliability of individual variations in cardiac reactivity in women and the issue of whether temporal stability is constrained by menstrual cycle effects. Twenty-four females were tested on the video game both preovulatory and postovulatory, with half being tested first during the preovulatory phase and half being tested first during the postovulatory phase. Again, the most striking finding was the marked stability of individual variations in cardiac reactivity over both time and menstrual cycle phase.

Adolescent↗

Educational video game for juvenile diabetes: results of a controlled trial.

Packy & Marlon, an interactive video game designed to improve self-care among children and adolescents with diabetes, was evaluated in a six-month randomized controlled trial. In the game, players take the role of animated characters who manage their diabetes by monitoring blood glucose, taking insulin injections, and choosing foods, while setting out to save a diabetes summer camp from marauding rats and mice who have stolen the diabetes supplies. Study participants were patients aged 8 to 16 from two separate diabetes clinics. Each participant received a Super Nintendo video game system at an initial clinic visit and was randomly assigned to receive either Packy & Marlon (treatment group, N = 31) or an entertainment video game containing no diabetes-related content (control group, N = 28). Participants were interviewed and a parent filled out a questionnaire at baseline, three months, and six months. The findings in this study indicate that well-designed, educational video games can be effective interventions. There was improvement in the treatment group relative to the control group in terms of diabetes-related self-efficacy (p = 0.07), communication with parents about diabetes (p = 0.025), and self-care behaviours (p = 0.003), and a decrease in unscheduled urgent doctor visits (p = 0.08). There were no significant differences between the groups in knowledge about diabetes or in glycated haemoglobin (HbA1c) levels. Since participants in the study were in general well-controlled patients who were receiving excellent medical care, future research is contemplated involving youngsters who are not under good glycaemic control.

Adolescent↗

The structural characteristics of video games: a psycho-structural analysis.

There is little doubt that video game playing is a psychological and social phenomenon. This paper outlines the main structural characteristics of video game playing (i.e., those characteristics that either induce gaming in the first place or are inducements to continue gaming irrespective of the individual's psychological, physiological, or socio-economic status). This online study is the first ever to assess what structural characteristics (if any) are important to a group of self-selected video game players (n = 382). The main variables examined were sound, graphics, background and setting, duration of game, rate of play, advancement rate, use of humor, control options, game dynamics, winning and losing features, character development, brand assurance, and multi-player features. Although there were many major gender differences, one of the main overall findings was the importance of a high degree of realism (i.e., realistic sound, graphics, and setting). Other important characteristics included a rapid absorption rate, character development, the ability to customize the game, and multiplayer features. Suggestions for future research are outlined.

Adolescent↗

Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: a meta-analytic review of the scientific literature.

Research on exposure to television and movie violence suggests that playing violent video games will increase aggressive behavior. A metaanalytic review of the video-game research literature reveals that violent video games increase aggressive behavior in children and young adults. Experimental and nonexperimental studies with males and females in laboratory and field settings support this conclusion. Analyses also reveal that exposure to violent video games increases physiological arousal and aggression-related thoughts and feelings. Playing violent video games also decreases prosocial behavior.

Adolescent↗

Mental effort-related EEG modulation during video-game play: comparison between juvenile subjects with epilepsy and normal control subjects.

PURPOSE: This study investigated the effects of mental effort exerted during video-game play on features of the EEG in juvenile subjects diagnosed with seizure disorders and in age-matched clinically healthy subjects. METHODS: EEG was recorded from 14 children (9-15 years old) as they played a video game, watched another person playing a video-game, and sat quietly with their eyes open. Seven of the subjects had been clinically diagnosed with seizure disorders, three of whom had also exhibited photosensitivity. RESULTS: Three spectral components of the EEG showed cognitive load-related modulation. The amplitude of a frontal midline theta (6-7 Hz) signal increased with video-game play relative to the watching and eyes open resting conditions. A posterior alpha band (9-12 Hz) signal was attenuated during the playing and the watching conditions relative to the resting condition. A central mu (10-13 Hz) rhythm was attenuated during the game-playing condition. No significant differences were found between the patient and control groups for any of these features. Incidence of epileptiform events did not discriminate test conditions in the children with epilepsy. CONCLUSIONS: The results from this small sample suggest that video-game play tends to produce similar responses from children with epilepsy and in healthy control subjects. These responses in the juvenile population are similar to responses elicited by increased mental load in normal adult populations.

Adolescent↗

Video game playing and its relations with aggressive and prosocial behaviour.

In this study of 278 children from the seventh and eighth grade of five elementary schools in Enschede, The Netherlands, the relationship between the amount of time children spent on playing video games and aggressive as well as prosocial behaviour was investigated. In addition, the relationship between the preference for aggressive video games and aggressive and prosocial behaviour was studied. No significant relationship was found between video game use in general and aggressive behaviour, but a significant negative relationship with prosocial behaviour was supported. However, separate analyses for boys and girls did not reveal this relationship. More consistent results were found for the preference for aggressive video games: children, especially boys, who preferred aggressive video games were more aggressive and showed less prosocial behaviour than those with a low preference for these games. Further analyses showed that children who preferred playing aggressive video games tended to be less intelligent.

Adolescent↗

Correlates and consequences of exposure to video game violence: hostile personality, empathy, and aggressive behavior.

Research has shown that exposure to violent video games causes increases in aggression, but the mechanisms of this effect have remained elusive. Also, potential differences in short-term and long-term exposure are not well understood. An initial correlational study shows that video game violence exposure (VVE) is positively correlated with self-reports of aggressive behavior and that this relation is robust to controlling for multiple aspects of personality. A lab experiment showed that individuals low in VVE behave more aggressively after playing a violent video game than after a nonviolent game but that those high in VVE display relatively high levels of aggression regardless of game content. Mediational analyses show that trait hostility, empathy, and hostile perceptions partially account for the VVE effect on aggression. These findings suggest that repeated exposure to video game violence increases aggressive behavior in part via changes in cognitive and personality factors associated with desensitization.

Adolescent↗

Electroclinical study of video-game epilepsy.

Seven patients (five boys, two girls) with video-game epilepsy (VGE) are reported, which reflects the fact that these games have increased in popularity recently among Japanese children. Their ages at onset ranged from four to 13 years. The seizure phenomena were of three types: generalised tonic-clonic, partial seizure and headache. Interictal physical and neurological examinations were within normal limits. EEGs taken while they played video-games confirmed the diagnosis of VGE and revealed three triggers of seizures: flashing lights, special figure patterns and scene-changing. They were recommended to avoid playing video-games, but sodium valproate was effective if seizures persisted even after such avoidance.

Adolescent↗

de Quervain's stenosing tenosynovitis in a video games player.

This report describes a patient who developed signs and symptoms of de Quervain's stenosing tenosynovitis after prolonged playing with video games. An analysis of the biomechanics of video games playing indicates that grasping the joystick controller produces tension on the abductor pollicis longus (APL) and extensor pollicis brevis (EPB) tendons, and that video games playing requires many rapid, repetitive thumb and wrist movements which stress the APL and EPB tendons. It is concluded that prolonged playing with video games should be considered as an etiologic factor in patients with de Quervain's stenosing tenosynovitis.

Adult↗