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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
This paper reviews the international literature on intimate partner violence with a focus on gender differences in perpetration and victimization rates. A total of 35 studies from 21 countries are discussed that report prevalence or incidence rates of men's and women's involvement in physical and/or sexual aggression against an intimate partner. In addition, evidence on risk factors as well as consequences of intimate partner violence for men and women is presented. Conceptual and methodological differences between the studies and the lack of comparable databases within countries are discussed as limitations of the evidence, and perspectives for future research are outlined in the framework of cross-cultural psychology
Emotionen spielen sowohl bei der Auswahl als auch während des Konsums von Bildschirmspielen eine bedeutsame Rolle. Positiver Affekt führt oftmals zu einer Weiterbeschäftigung mit dem Medium, negativer Affekt in Form von Frustrationserleben oder Ärgergefühlen kann zum Abbruch des Spielens führen. Während durch gezielte Nutzung eine beabsichtigte Stimmungsregulation erfolgen soll, führt der Konsum vor allem gewalthaltiger Bildschirmspiele aber auch zu unbeabsichtigten Wirkungen auf das Gefühlsleben der Spielerinnen und Spieler.
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.
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.