This study is the first to our knowledge to isolate the effect of video game violence and competitiveness on aggressive behavior. Method: In Pilot Study 1, a violent and nonviolent video game were matched on competitiveness, difficulty, and pace of action, and the effect of each game on aggressive behavior was then compared using an unambiguous measure of aggressive behavior (i.e., the Hot Sauce Paradigm) in Experiment 1. In Pilot Study 2, competitiveness was isolated by matching games on difficulty and pace of action, and systematically controlling for violence. The effect of video game competition on aggressive behavior was then examined in Experiment 2. Results: We found that video game violence was not sufficient to elevate aggressive behavior compared with a nonviolent video game, and that more competitive games produced greater levels of aggressive behavior, irrespective of the amount of violence in the games. Conclusion: It appears that competition, not violence, may be the video game characteristic that has the greatest influence on aggressive behavior. Future research is needed to explore the mechanisms through which video game competitiveness influences aggressive behavior, as well as whether this relation holds in the long-term.
This longitudinal study investigated the importance of parental monitoring to the deterrence of adolescent problem behavior by examining bidirectional associations among perceived parental monitoring, adolescent disclosure and problem behaviors across the high school years. Adolescents (N = 2,941; 50.3% female) were surveyed each year from grades 9 through 12. There was a reciprocal association between problem behavior and parental knowledge, such that higher parental knowledge predicted reduced problem behavior over time and higher problem behavior in turn predicted lower parental knowledge. It was adolescent disclosure that predicted parental knowledge, however, rather than parental monitoring behaviors. Parental control was a direct deterrent of problem behavior over time, and time spent engaged in family fun activities demonstrated indirect links to problem behavior, particularly through parental control and adolescent disclosure. Importantly, these effects were invariant across grade. Overall, these findings suggest a "family-centered process", rather than primarily a youth-driven or parent-driven process, in the prediction of problem behavior.
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.
Research by Twenge, Joiner, Rogers, and Martin has indicated that there may be an association between social-media use and depressive symptoms among adolescents. However, because of the cross-sectional nature of this work, the relationship among these variables over time remains unclear. Thus, in this longitudinal study we examined the associations between social-media use and depressive symptoms over time using two samples: 594 adolescents ( Mage = 12.21) who were surveyed annually for 2 years, and 1,132 undergraduate students ( Mage = 19.06) who were surveyed annually for 6 years. Results indicate that among both samples, social-media use did not predict depressive symptoms over time for males or females. However, greater depressive symptoms predicted more frequent social-media use only among adolescent girls. Thus, while it is often assumed that social-media use may lead to depressive symptoms, our results indicate that this assumption may be unwarranted.
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