According to this model, for individuals with high scores of family environment, exposure to violent video games had only direct effect on aggression. Meanwhile, Ferguson proposed that publication bias or file drawer effect may have implications in the effect of violent video games on adolescent aggression.
Those traits are: high neuroticism e. Considering the increasing trend of extensive violent video games use Gentile,however, it is crucial to investigate whether psychopathic trait disposition is also influenced in violent video game consumers without a history of delinquency.
Therefore, this study does not only allow to gain some more insight into video gaming also in female users, as most studies include mainly males, but also on the influences of low to moderate exposure on a young adult group as mostly potential effects of excessive use are studied.
We may share your information with third-party partners for marketing purposes. A 4-point Likert scale is used 1, absolutely wrong; 4, absolutely right. These positive aspects would help them understand violence in video games from the right perspective, reduce recognition and acceptance of violence or aggression, and diminish the effect of violent video games on normative beliefs about aggression.
He is currently an associate professor for Rocky Mountain University of Health Professionals doctoral program in health promotion and wellness.
But for others, it may offer opportunities to learn new skills and improve social networking. Participants themselves indicated whether they used violent or non-violent games.
The aim of this study was to investigate the possible link between violent video gaming effects and the disposition of adverse behavior traits such as interpersonal-affective deficits and disinhibition.
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