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The study reports a group-randomized trial of a theatre-based intervention to prevent sexual abuse targeting first and second grade primary school children in Germany. A sample of 148 first and second graders saw a live performance of a play designed to promote skills in dealing with abuse-prone interactions with adults, watched a recording of the play on DVD or were assigned to a no intervention control group. Both the live performance and the DVD groups showed significant increases in the target variables (distinguishing good/bad touch and secrets, getting help, rejecting unwanted touch) from baseline to post-intervention and a follow-up after 2 weeks, while the control group did not show changes. The live performance and DVD groups participated in a further follow-up 30 weeks post-intervention, which showed sustained effects of the intervention. The findings indicate that with appropriately culture-sensitive measures, Sexual abuse prevention programmes can have Sustainable effects with young primary school children.
Exposure to violent video games and aggression in German adolescents : a longitudinal analysis
(2009)
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.
There is growing evidence from the international literature that nonconsensual sexual interactions are widespread among adolescents and young adults. Following a brief review of this literature, two studies are reported that examined the prevalence and predictors of sexual aggression and sexual victimization among young people in Germany. In addition to the traditional focus on male perpetrators and female victims, evidence is presented on women's sexual aggression towards men and men's sexual victimization by women. Variables increasing the risk of sexual aggression and vulnerability for victimization include both biographical factors (e. g., childhood abuse) and situational variables (e. g., ambiguous communication of sexual intentions). Special consideration is given to the representation of risk factors in the "sexual scripts" for consensual sexual interactions that serve as guidelines for sexual behavior. The paper concludes with a brief discussion of the implications of the findings for prevention efforts.
Der zweite Band der DIGAREC Series beinhaltet Beiträge der DIGAREC Lectures 2008/09 sowie des Wissenschaftsforums der Deutschen Gamestage 2008 und 2009. Mit Beiträgen von Oliver Castendyk (Erich Pommer Institut), Stephan Günzel mit Michael Liebe und Dieter Mersch (Universität Potsdam), Andreas Lange (Computerspielemuseum Berlin), Ingrid Möller mit Barbara Krahé (Universität Potsdam), Klaus Spieler (Institut für digitale interaktive Kultur Berlin), James Tobias (University of California, Riverside), Stefan Böhme (HBK Braunschweig), Robert Glashüttner (Wien), Sven Jöckel (Universität Erfurt) mit Leyla Dogruel (FU Berlin), Michael Mosel (Universität Marburg), Sebastian Quack (HTW Berlin), Leif Rumbke (Hamburg) und Steffen P. Walz (ETH Zürich).
Die Frage, ob gewalthaltige Bildschirmspiele die Aggressionsbereitschaft der SpielerInnen erhöht, wird in der Öffentlichkeit kontrovers diskutiert. Demgegenüber spricht die vorliegende Forschung mehrheitlich für die Annahme eines aggressionsfördernden Effekts, auch wenn die Größenordnung und praktische Bedeutung der gefundenen Zusammenhänge unterschiedlich beurteilt wird. Der vorliegende Beitrag stellt den aktuellen wissenschaftlichen Erkenntnisstand zum Zusammenhang zwischen Gewaltspielkonsum und Aggression dar, präsentiert Ansätze zur Erklärung der Wirkmechanismen von Mediengewalt und stellt zwei eigene Untersuchungen vor, die den Zusammenhang für das Medium der gewalthaltigen Bildschirmspiele im Quer- und Längsschnitt analysieren.