March 25, 2008
WHY at this time?! I have my thesis presentation due tomorrow, my draft paper due the day after and now Brandon Erickson posted a paper by Christopher Ferguson, whose growing presence in my Video Game Psych-Research library is getting my full attention. But why at this time?!
Someone at gamepolitics.com mentioned getting a copy of the paper, but I think the publishers would want monetary compensation. Now that’s a big problem where journalists can’t get their hands on first-hand scientific information, but that’s another story. But I’m an undergrad with access…
Well for now I’m going to skip the rationale and theoretical part of the paper, it’s best to read Brandon’s post before moving on to my post here. Anyways I skimmed on to the methods and results section and skipped their discussion or interpretation part.
Abstract
Two studies examined the relationship between exposure to violent video games and aggression or violence in the laboratory and in real life. Study 1 participants were either randomized or allowed to choose to play a violent or nonviolent game. Although males were more aggressive than females, neither randomized exposure to violent-video-game conditions nor previous real-life exposure to violent video games caused any differences in aggression. Study 2 examined correlations between trait aggression, violent criminal acts, and exposure to both violent games and family violence. Results indicated that trait aggression, family violence, and male gender were predictive of violent crime, but exposure to violent games was not. Structural equation modeling suggested that family violence and innate aggression as predict.
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Aggression, Developmental Psychology |
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Posted by Wai Yen Tang
March 14, 2008
If I knew someone at Brock University was studying media psychology, I would have applied grad studies there… Why did I miss her?! Maybe I should contact her to see if anyone else is also interested in media psychology.
Abstract
Prevalence, frequency, and psychosocial predictors of Internet and computer game use were assessed with 803 male and 788 female adolescents across 2 time periods, 21 months apart. At Time 1, participants were in the 9th or 10th grade; at Time 2, they were in the 11th or 12th grade. Most girls (93.7%) and boys (94.7%) reported using the Internet at both time periods, whereas more boys (80.3%) than girls (28.8%) reported gaming at both time periods. Girls reported a small decrease over time in the frequency of hours spent per day on overall technology use, mostly due to a decrease in gaming. Both linear and curvilinear relations were examined between parental relationships, friendship quality, academic orientation, and well-being measured in early high school and the frequency of technology use in late high school. Being male significantly predicted both computer gaming and Internet use. There also were trends in favor of higher friendship quality and less positive parental relationships predicting higher frequency of Internet use. Importantly, moderate use of the Internet was associated with a more positive academic orientation than nonuse or high levels of use.
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Developmental Psychology, Education, Video games |
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Posted by Wai Yen Tang
March 3, 2008
Now at gamepolitics.com, Cheryl K. Olson and colleague Lawrence A. Kutner, had a book that’s going to be published in April and a lot of the commentators seem so excited over news that support their beliefs about violent video game effects. Well, I’m not really excited, just interested to hear what she and her colleagues has to say about the violent media research. You can read some excerpts from their website at grandtheftchildhood.com. By the way, I commented that I read her papers, it turns out to be the wrong person, it was Sheryl L. Olson. Well, they sound similar, so it’s a normal and understandable mistake.
Abstract
Numerous policies have been proposed at the local, state, and national level to restrict youth access to violent video and computer games. Although studies are cited to support policies, there is no published research on how children perceive the uses and influence of violent interactive games. The authors conduct focus groups with 42 boys ages 12 to 14. Boys use games to experience fantasies of power and fame, to explore and master what they perceive as exciting and realistic environments (but distinct from real life), to work through angry feelings or relieve stress, and as social tools. Boys did not believe they had been harmed by violent games but were concerned that younger children might imitate game behavior (especially swearing).
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Developmental Psychology |
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Posted by Wai Yen Tang
March 3, 2008
Now at gamepolitics.com, Cheryl K. Olson and colleague Lawrence A. Kutner, had a book that’s going to be published in April and a lot of the commentators seem so excited over news that support their beliefs about violent video game effects. Well, I’m not really excited, just interested to hear what she and her colleagues has to say about the violent media research. You can read some excerpts from their website at grandtheftchildhood.com. By the way, I commented that I read her papers, it turns out to be the wrong person, it was Sheryl L. Olson. Well, they sound similar, so it’s a normal and understandable mistake.
Abstract
Public policy efforts to restrict children’s access to electronic games with violent or sexual content are often predicated on assumptions about parental concerns. As an initial step in determining whether those assumptions are accurate, the authors conduct focus groups of 21 adolescent boys and 21 of their parents or guardians to explore parents’ concerns, compare parents’ and children’s perceptions, and see whether these are consistent with the focus of proposed legislation and other public policy efforts. Parents’ primary concern is that games not interfere with their children’s schoolwork, social skills, and exercise. They worry about exposure to violent content, but definitions of and opinions about what is harmful vary and may not match proposed public policies.
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Developmental Psychology |
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Posted by Wai Yen Tang
March 3, 2008
Now at gamepolitics.com, Cheryl K. Olson and colleague Lawrence A. Kutner, had a book that’s going to be published in April and a lot of the commentators seem so excited over news that support their beliefs about violent video game effects. Well, I’m not really excited, just interested to hear what she and her colleagues has to say about the violent media research. You can read some excerpts from their website at grandtheftchildhood.com. By the way, I commented that I read her papers, it turns out to be the wrong person, it was Sheryl L. Olson. Well, they sound similar, so it’s a normal and understandable mistake.
Abstract
Purpose: To compare the video and computer game play patterns of young adolescent boys and girls, including factors correlated with playing violent games.
Methods: Data collected in November/December, 2004 from children in grades 7 and 8 at two demographically diverse schools in Pennsylvania and South Carolina, using a detailed written self-reported survey.
Results: Of 1254 participants (53% female, 47% male), only 80 reported playing no electronic games in the previous 6 months. Of 1126 children who listed frequently played game titles, almost half (48.8%) played at least one violent (mature-rated) game regularly (67.9% of boys and 29.2% of girls). One third of boys and 10.7% of girls play games nearly every day; only 1 in 20 plays often or always with a parent. Playing M-rated games is positively correlated (p < .001) with being male, frequent game play, playing with strangers over the Internet, having a game system and computer in one’s bedroom, and using games to manage anger.
Conclusions: Most young adolescent boys and many girls routinely play M-rated games. Implications for identifying atypical and potentially harmful patterns of electronic game use are discussed, as well as the need for greater media literacy among parents.
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Developmental Psychology |
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Posted by Wai Yen Tang
March 1, 2008
I decided to post at least one abstract of a journal article per week that relates to video games, no matter how insignificant it might be. Of course, since I’m still an undergrad student, so I won’t have time to make my summary and comments. But anyone with access to the original article can contribute, just leave a comment if you intend to and we’ll talk.
Abstract
Introduction This study describes and compares the behavior of hyperactive and control children playing video games.
Subjects and methods The sample consisted of 29 ADHD children and 21 controls aged between 6 and 16 years playing video games. We used the Child Behavior Checklist and the Problem Videogame Playing scale (PVP scale). This instrument gives objective measures of problem use, which can be considered as an indication of addictive videogame playing. We designed a questionnaire for the parents, eliciting qualitative information about their child’s videogame playing. There were no significant differences concerning frequency or duration of play between ADHD children and controls but differences were observed on the PVP scale. None of the controls scored above four whereas 10 hyperactive children answered affirmatively to five or more questions. These children presented a greater intensity of the disorder than the other ADHD children.
Conclusion While no differences concerning video game use were found, ADHD children exhibited more problems associated with videogame playing. It seems that a subgroup of ADHD children could be vulnerable to developing dependence upon video games.
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Abnormal psychology |
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Posted by Wai Yen Tang