In recent years, many international studies have investigated the relationship between violent games and violence, aggressiveness and delinquent behavior, but there are scarce studies in Brazil on the subject. The aim of this research was to investigate the relationship between dispositional behavior and antisocial behavior correlated with the playing of violent content video games. A total of 249 high school students participated in the study, of which 154 were women and 95 were men, aged 13-20 years (M = 15.4, DP = 1.12), who responded the following scales: Big Five Inventory, Buss and Perry Aggression Questionnaire, Antisocial and Criminal Behaviors Questionnaire and a new Scale of Video Games Violence. The regressions performed indicated that the violent games, antisocial behavior, anger and sex were predictors for physical aggression. In conclusion, the study confirms the hypothesis of the General Aggression Model on human aggression in which violent games are associated with aggressive behavior.
Numerous studies from various countries and cultural backgrounds have found a link between media violence consumption and aggressive behaviors and cognition. However, some failures to replicate these findings potentially suggest that some Latinx cultures may be relatively invulnerable to such harmful effects. To investigate this, media violence exposure and aggression data were collected from samples of predominantly Latinx communities in Brazil, Mexico, and Southwest Texas U.S., as well as from a Canadian sample for contrast. Replication and extension tests of hypotheses derived from the general aggression model and the 7 Nations Media Violence Project (Anderson et al., 2017) were conducted. This cross-sectional study (N = 862) revealed violent media exposure-to-aggression effect sizes with Latinx samples that are comparable to those from other ethnicities and countries in previous studies. This relation remained significant in statistical "destructive tests" that included other major risk factors for aggression in the model. The effect generalized across samples, sex, and type of aggression (physical, verbal, and relational). Public Policy Relevance StatementBy further demonstrating the generality of media violence effects on aggression, this research has implications for public policies that strengthen safeguards for consumers. For instance, warnings of harmful effects could appear in public service announcements, in digital literacy programs, and on the products themselves. In some countries, legal restrictions on children's and adolescent's access to such materials could be imposed.
Resumo Este estudo teve como objetivo adaptar ao contexto brasileiro o Inventário de Satisfação das Necessidades Básicas (ISNB), reunindo evidências de sua validade (fatorial e convergente) e consistência interna. Realizaram-se dois estudos [Estudo 1 (n = 200) e Estudo 2 (n = 199)], contando com a participação de estudantes universitários, que responderam o ISNB e perguntas demográficas; no Estudo 1 eles também responderam a Escala de Satisfação com a Vida. Os resultados da análise fatorial exploratória (Estudo 1) indicaram um modelo com cinco ou seis fatores, porém se optou pelo primeiro por ser mais parcimonioso e coerente com a teoria. Os cinco fatores se correlacionaram positivamente com a satisfação com a vida. Posteriormente, realizou-se uma análise fatorial confirmatória (Estudo 2) em que se compararam os modelos uni, penta e hexafatorial, tendo o de cinco fatores se revelado mais adequado. Em ambos os estudos os alfas de Cronbach dos cinco fatores se mostraram adequados para fins de pesquisa (α > 0,60). Concluiu-se que o ISNB é uma medida psicometricamente adequada, podendo ser empregada em contexto brasileiro para conhecer a satisfação das necessidades das pessoas e seus correlatos.
O engajamento em mídias sociais é caracterizado pelo uso frequente e necessidade de manter-se conectados a redes sociais. Este estudo objetivou reunir evidências psicométricas com intuito de adaptar e validar o Questionário de Engajamento em Mídias Sociais para o contexto brasileiro. Para tal, foram realizados dois estudos, um primeiro exploratório que contou com 200 participantes (M = 23,3; DP = 6,55) da cidade de Parnaíba, Piauí. O segundo foi um estudo confirmatório com 300 participantes (M = 22,9; DP = 6,08) da cidade de João Pessoa, Paraíba. Os resultados do estudo exploratório apresentaram uma solução unifatorial (ω = 0,90). E a mesma estrutura é corroborada no estudo confirmatório [χ²(5) = 33,27; p = 0,001; CFI = 0,98; TLI = 0,95; RMSEA = 0,01 (IC 95% 0,01 – 0,02)] ω = 0,94. Neste sentido, o instrumento apresentou bons atributos de adequação psicométricos e a medida pode ser considerada adaptada e validada para o contexto brasileiro.
ResumoEste estudo teve como objetivo adaptar ao contexto brasileiro a Escala de Motivações para Jogos Online (EMJO), reunindo evidências de sua validade de construto. Os participantes foram 332 jogadores (83,8% do sexo masculino) distribuídos aleatoriamente em dois grupos: N 1 com 132 jogadores (M idade = 24,8; DP = 5,80) e N 2 composta por 200 jogadores (M idade = 24,2; DP = 5,63). Estes responderam a EMJO e perguntas demográfi cas. Com o N 1 foi realizado uma análise dos componentes principais, que mostrou adequada a estrutura com três dimensões com consistência interna aceitável (alfa de Cronbach, α): realização (α = 0,76), imersão (α = 0,78) e social (α = 0,72). A partir do N 2 , testou-se a estrutura tridimensional por meio de análise fatorial confi rmatória. Os indicadores de ajuste deste modelo corroboraram sua adequação (e.g., CFI = 0,94, RMSEA = 0,06), tendo os três fatores apresentado consistência interna superior a 0,70. Concluiu-se que esta medida reúne evidências de validade de construto, podendo ser utilizada em estudos futuros. Palavras-chave:Jogos online, escala, validade, precisão. Online Gaming Motivations Scale: Adaptation Study to the Brazilian Milieu AbstractThis article aimed to adapt and gather evidence of construct validity of the Online Gaming Motivations Scale to the Brazilian context. To this end, counted on the participation of 332 (male 83.8%) players randomly assigned into two groups: N 1 with 132 players (M age = 24.8, SD = 5.80), and N 2 consists of 200 players (M age = 24.2, SD = 5.63). They answered the scale and demographic questions. With the N 1 was conducted an analysis of the main components, which showed adequate structure with three dimensions with acceptable internal consistency (Cronbach's alpha, α): achievement (α = .76), immersion (α = .78) and social (α = .72). With N 2 we tested the three-dimensional structure by a confi rmatory factorial analysis. The fi t indexes of this model corroborated its suitability (e.g., CFI = .94, RMSEA = .06), with the three factors presented higher internal consistency .70. In conclusion, this measure shows evidence of construct validity, which suggests its use in future research.
O objetivo desta pesquisa foi conhecer o perfil valorativo, bem como a saúde mental geral de homens atendidos pelos serviços de atenção primária de uma cidade litorânea do Piauí. Para isso contou-se com uma amostra não probabilística de 153 participantes, em sua maioria solteiros (70,9%), com idades entre 20 e 58 anos (M = 27; DP = 9,1), que utilizam os serviços das Unidades Básicas de Saúde (UBS) desta cidade. Os participantes responderam ao Questionário de Valores Básicos (QVB-18) e o Questionário de Saúde Geral (QSG-12). Os resultados identificaram os valores sobrevivência (M = 6,33), maturidade (M = 6,33), religiosidade (M = 5,98); e a subfunção existência (M = 6,04) como os mais priorizados pelos usuários. Encontrou-se também uma relação negativa (p < 0,05) entre saúde geral e as subfunções valorativas existência (- 0,17) e normativa (- 0,27). Não foram encontrados casos de incidência de distúrbios mentais leves. Espera-se que estes achados possam ser usados na elaboração de estratégias que levem a uma maior aderência da população masculina ao cuidado com a própria saúde e para o desenvolvimento de campanhas específicas para esta população, considerando suas peculiaridades e o contexto social.
Cyberstalking is a form of persecution that has proliferated with technology’s evolution. The present research aimed to develop a cyberstalking measure and observe its relations with Fear of Missing Out (FOMO), social media engagement, and sociodemographic variables. To achieve these goals, two studies were performed. In the first study, 200 subjects (76.5% female, with a mean age of 21.6 years) answered the 15 items originally developed for the scale. These data went trough exploratory factor analysis and Cronbach’s alpha to verify the reliability of the instrument. The results indicated the exclusion of five items, and after this removal, the scale was valid and reliable (α = 0.86). In the second study, which also had 200 subjects (65% female and an average age of 21.8 years), was realized confirmatory factor analysis (measuring the model fit), accompanied by correlations and mediation analysis. The analyzes demonstrated that the one-factor model was adequate (GFI = 0.98; CFI = 0.99; TLI = 0.99; RMSEA = 0.02; SRMR = 0.06). Path analysis showed social media engagement as a significant mediator of FOMO and gender’s impact on cyberstalking: Both had direct (FOMO: λ = 0.31; CI = 0.19–0.42; p < 0.01; Gender: λ = 0.12; CI = 0.02–0.22; p < 0.05) and indirect effects (FOMO: λ = 0.07; CI = 0.03–0.11; p < 0.01; Gender: λ = 0.04; CI = 0.01–0.07; p < 0.01).
The present study aimed to observe the impacts of aggressive online content exposure and personality on aggressive content sharing, considering the mediating role of positive and negative affects. A total of 302 Brazilians, equally divided into two groups, participated in a social network simulation, being exposed to aggressive (experimental group) or neutral (control group) posts and choosing what they would like to share on this site (among aggressive or nonaggressive material). A factorial MANOVA showed a significant difference for positive and negative affects and aggressive content sharing (Wilks' Λ = 0.936; F[3, 298] = 6.812; p = .001; η2 = 0.064). Through structural equation modeling, an explanatory model was also tested, in which this behavior was directly predicted by aggressive online content exposure and suffered indirect effects from openness, conscientiousness, and extroversion, mediated by positive affects (goodness‐of‐fit index = 0.997, comparative fit‐index = 0.998, Tucker‐Lewis index = 0.996, SRMR = 0.028, root‐mean‐square error of approximation = 0.035, CI = 0.003−0.054). It is possible to conclude that the objectives are met, highlighting the contribution to understanding aggressive online behavior through the proximal processes described in the general aggression model.
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