@article{MoellerKraheBusching2013, author = {M{\"o}ller, Ingrid and Krah{\´e}, Barbara and Busching, Robert}, title = {Consumption of media violence and aggressive behavior a longitudinal study of German adolescents with and without migration background}, series = {Zeitschrift f{\"u}r Entwicklungspsychologie und p{\"a}dagogische Psychologie}, volume = {45}, journal = {Zeitschrift f{\"u}r Entwicklungspsychologie und p{\"a}dagogische Psychologie}, number = {3}, publisher = {Hogrefe}, address = {G{\"o}ttingen}, issn = {0049-8637}, doi = {10.1026/0049-8637/a000086}, pages = {121 -- 130}, year = {2013}, abstract = {The consumption of media violence and aggressive behavior were assessed three times in a sample of N=1,052 German adolescents with and without migration background over a period of two years with 12-month intervals. The adolescents in the two groups, who were in grades 7 and 8 at T1, were matched by gender, age, type of school, and academic achievement. Students in the migrant group reported higher consumption of violent media. At T3, they showed more physical but less relational aggression than their peers of German background. Cross-lagged panel analyses showed parallel associations between media violence use and aggression in both groups: Media violence consumption at T1 and T2 predicted physical aggression at T2 and T3 independent of ethnic background. The reverse path from physical aggression to media violence consumption was nonsignificant. No link was found between media violence use and relational aggression over time.}, language = {de} } @article{Moeller2008, author = {M{\"o}ller, Ingrid}, title = {Die Rolle der Emotionen beim Konsum von Computer- und Videospielen}, isbn = {978- 3-86736-045-6}, year = {2008}, language = {de} } @article{Moeller2007, author = {M{\"o}ller, Ingrid}, title = {Emotionen beim Konsum von Bildschirmspielen}, year = {2007}, abstract = {Emotionen spielen sowohl bei der Auswahl als auch w{\"a}hrend des Konsums von Bildschirmspielen eine bedeutsame Rolle. Positiver Affekt f{\"u}hrt oftmals zu einer Weiterbesch{\"a}ftigung mit dem Medium, negativer Affekt in Form von Frustrationserleben oder {\"A}rgergef{\"u}hlen kann zum Abbruch des Spielens f{\"u}hren. W{\"a}hrend durch gezielte Nutzung eine beabsichtigte Stimmungsregulation erfolgen soll, f{\"u}hrt der Konsum vor allem gewalthaltiger Bildschirmspiele aber auch zu unbeabsichtigten Wirkungen auf das Gef{\"u}hlsleben der Spielerinnen und Spieler.}, language = {de} } @article{MoellerKrahe2009, author = {M{\"o}ller, Ingrid and Krah{\´e}, Barbara}, title = {Exposure to violent video games and aggression in German adolescents : a longitudinal analysis}, issn = {0096-140X}, doi = {10.1002/Ab.20290}, year = {2009}, abstract = {The relationship between exposure to violent electronic games and aggressive cognitions and behavior was examined in a longitudinal study. A total of 295 German adolescents completed the measures of violent video game usage, endorsement of aggressive norms, hostile attribution bias, and physical as well as indirect/relational aggression cross- sectionally, and a subsample of N = 143 was measured again 30 months later. Cross-sectional results at T1 showed a direct relationship between violent game usage and aggressive norms, and an indirect link to hostile attribution bias through aggressive norms. In combination, exposure to game violence, normative beliefs, and hostile attribution bias predicted physical and indirect/relational aggression. Longitudinal analyses using path analysis showed that violence exposure at T1 predicted physical (but not indirect/relational) aggression 30 months later, whereas aggression at T1 was unrelated to later video game use. Exposure to violent games at T1 influenced physical (but not indirect/relational) aggression at T2 via an increase of aggressive norms and hostile attribution bias. The findings are discussed in relation to social-cognitive explanations of long-term effects of media violence on aggression.}, language = {en} } @article{ZuegeMoellerMeixneretal.2008, author = {Z{\"u}ge, Carolin and M{\"o}ller, Ingrid and Meixner, Sabine and Scheithauer, Herbert}, title = {Exzessive Mediennutzung und gewalthaltige Medien}, isbn = {978-3-17- 019507-3}, year = {2008}, language = {de} } @article{HartmannMoellerKrause2015, author = {Hartmann, Tilo and M{\"o}ller, Ingrid and Krause, Christina}, title = {Factors underlying male and female use of violent video games}, series = {New media \& society}, volume = {17}, journal = {New media \& society}, number = {11}, publisher = {Sage Publ.}, address = {London}, issn = {1461-4448}, doi = {10.1177/1461444814533067}, pages = {1777 -- 1794}, year = {2015}, abstract = {Research has consistently shown that males play violent video games more frequently than females, but factors underlying this gender gap have not been examined to date. This approach examines the assumption that males play violent video games more because they anticipate more enjoyment and less guilt from engaging in virtual violence than females. This may be because males are less empathetic, tend to morally justify physical violence more and have a greater need for sensation and aggression in video game play than females. Results of a path model based on survey data of 444 respondents and using multi-step multiple mediation analyses confirm these assumptions. Taken together, the findings of this study shed further light on the gender gap in violent video game use.}, language = {en} } @article{MoellerKrahe2009, author = {M{\"o}ller, Ingrid and Krah{\´e}, Barbara}, title = {F{\"o}rdern gewalthaltige Bildschirmspiele die Aggressionsbereitschaft?}, series = {DIGAREC Lectures 2008/09 : Vortr{\"a}ge am Zentrum f{\"u}r Computerspielforschung mit Wissenschaftsforum der Deutschen Gamestage ; Quo Vadis 2008 und 2009}, journal = {DIGAREC Lectures 2008/09 : Vortr{\"a}ge am Zentrum f{\"u}r Computerspielforschung mit Wissenschaftsforum der Deutschen Gamestage ; Quo Vadis 2008 und 2009}, number = {2}, publisher = {Universit{\"a}tsverlag Potsdam}, address = {Potsdam}, isbn = {978-3-86956-004-5}, issn = {1867-6219}, url = {http://nbn-resolving.de/urn:nbn:de:kobv:517-opus-33196}, pages = {60 -- 83}, year = {2009}, abstract = {Die Frage, ob gewalthaltige Bildschirmspiele die Aggressionsbereitschaft der SpielerInnen erh{\"o}ht, wird in der {\"O}ffentlichkeit kontrovers diskutiert. Demgegen{\"u}ber spricht die vorliegende Forschung mehrheitlich f{\"u}r die Annahme eines aggressionsf{\"o}rdernden Effekts, auch wenn die Gr{\"o}ßenordnung und praktische Bedeutung der gefundenen Zusammenh{\"a}nge unterschiedlich beurteilt wird. Der vorliegende Beitrag stellt den aktuellen wissenschaftlichen Erkenntnisstand zum Zusammenhang zwischen Gewaltspielkonsum und Aggression dar, pr{\"a}sentiert Ans{\"a}tze zur Erkl{\"a}rung der Wirkmechanismen von Mediengewalt und stellt zwei eigene Untersuchungen vor, die den Zusammenhang f{\"u}r das Medium der gewalthaltigen Bildschirmspiele im Quer- und L{\"a}ngsschnitt analysieren.}, language = {de} } @article{KraheMoeller2011, author = {Krah{\´e}, Barbara and M{\"o}ller, Ingrid}, title = {Links between self-reported media violence exposure and teacher ratings of aggression and prosocial behavior among German adolescents}, series = {Journal of adolescence}, volume = {34}, journal = {Journal of adolescence}, number = {2}, publisher = {Elsevier}, address = {London}, issn = {0140-1971}, doi = {10.1016/j.adolescence.2010.05.003}, pages = {279 -- 287}, year = {2011}, abstract = {The relations between adolescents' habitual usage of media violence and their tendency to engage in aggressive and prosocial behavior in a school setting were examined in a cross-sectional study with 1688 7th and 8th graders in Germany who completed measures of violent media exposure and normative acceptance of aggression. For each participant, ratings of prosocial and aggressive behavior were obtained from their class teacher. Media violence exposure was a unique predictor of teacher-rated aggression even when relevant covariates were considered, and it predicted prosocial behavior over and above gender. Path analyses confirmed a direct positive link from media violence usage to teacher-rated aggression for girls and boys, but no direct negative link to prosocial behavior was found. Indirect pathways were identified to higher aggressive and lower prosocial behavior via the acceptance of aggression as normative. Although there were significant gender differences in media violence exposure, aggression, and prosocial behavior, similar path models were identified for boys and girls.}, language = {en} } @article{MoellerKrahe2009, author = {M{\"o}ller, Ingrid and Krah{\´e}, Barbara}, title = {Mediengewaltkonsum und Aggression im Jugendalter : ein Forschungs{\"u}berblick}, year = {2009}, language = {de} } @article{KraheMoeller2004, author = {Krah{\´e}, Barbara and M{\"o}ller, Ingrid}, title = {Playing violent electronic games, hostile attributional style, and aggression-related norms in German adolescents}, issn = {0140-1971}, year = {2004}, abstract = {The relationship was examined between exposure to and preference for violent electronic games and aggressive norms as well as hostile attributional style. Following a pilot study to sample widely used electronic games varying in violent content, 231 eighth-grade adolescents in Germany reported their use of and attraction to violent electronic games. They also completed measures of hostile attributional style and endorsement of aggressive norms. There were significant gender differences in usage and attraction to violent electronic games, with boys scoring higher than girls. Significant relationships were found between attraction to violent electronic games and the acceptance of norms condoning physical aggression. Violent electronic games were linked indirectly to hostile attributional style through aggressive norms. The findings are discussed with respect to North American research on the aggression-enhancing effect of violent electronic games. (C) 2003 The Association for Professionals in Services for Adolescents. Published by Elsevier Ltd. All rights reserved}, language = {en} }