Sample records for game violence effects

  1. Video Games and Youth Violence: A Prospective Analysis in Adolescents

    ERIC Educational Resources Information Center

    Ferguson, Christopher J.

    2011-01-01

    The potential influence of violent video games on youth violence remains an issue of concern for psychologists, policymakers and the general public. Although several prospective studies of video game violence effects have been conducted, none have employed well validated measures of youth violence, nor considered video game violence effects in…

  2. Violence in Teen-Rated Video Games

    PubMed Central

    Haninger, Kevin; Ryan, M. Seamus; Thompson, Kimberly M

    2004-01-01

    Context: Children's exposure to violence in the media remains a source of public health concern; however, violence in video games rated T (for “Teen”) by the Entertainment Software Rating Board (ESRB) has not been quantified. Objective: To quantify and characterize the depiction of violence and blood in T-rated video games. According to the ESRB, T-rated video games may be suitable for persons aged 13 years and older and may contain violence, mild or strong language, and/or suggestive themes. Design: We created a database of all 396 T-rated video game titles released on the major video game consoles in the United States by April 1, 2001 to identify the distribution of games by genre and to characterize the distribution of content descriptors for violence and blood assigned to these games. We randomly sampled 80 game titles (which included 81 games because 1 title included 2 separate games), played each game for at least 1 hour, and quantitatively assessed the content. Given the release of 2 new video game consoles, Microsoft Xbox and Nintendo GameCube, and a significant number of T-rated video games released after we drew our random sample, we played and assessed 9 additional games for these consoles. Finally, we assessed the content of 2 R-rated films, The Matrix and The Matrix: Reloaded, associated with the T-rated video game Enter the Matrix. Main Outcome Measures: Game genre; percentage of game play depicting violence; depiction of injury; depiction of blood; number of human and nonhuman fatalities; types of weapons used; whether injuring characters, killing characters, or destroying objects is rewarded or is required to advance in the game; and content that may raise concerns about marketing T-rated video games to children. Results: Based on analysis of the 396 T-rated video game titles, 93 game titles (23%) received content descriptors for both violence and blood, 280 game titles (71%) received only a content descriptor for violence, 9 game titles (2

  3. Violence in teen-rated video games.

    PubMed

    Haninger, Kevin; Ryan, M Seamus; Thompson, Kimberly M

    2004-03-11

    Children's exposure to violence in the media remains a source of public health concern; however, violence in video games rated T (for "Teen") by the Entertainment Software Rating Board (ESRB) has not been quantified. To quantify and characterize the depiction of violence and blood in T-rated video games. According to the ESRB, T-rated video games may be suitable for persons aged 13 years and older and may contain violence, mild or strong language, and/or suggestive themes. We created a database of all 396 T-rated video game titles released on the major video game consoles in the United States by April 1, 2001 to identify the distribution of games by genre and to characterize the distribution of content descriptors for violence and blood assigned to these games. We randomly sampled 80 game titles (which included 81 games because 1 title included 2 separate games), played each game for at least 1 hour, and quantitatively assessed the content. Given the release of 2 new video game consoles, Microsoft Xbox and Nintendo GameCube, and a significant number of T-rated video games released after we drew our random sample, we played and assessed 9 additional games for these consoles. Finally, we assessed the content of 2 R-rated films, The Matrix and The Matrix: Reloaded, associated with the T-rated video game Enter the Matrix. Game genre; percentage of game play depicting violence; depiction of injury; depiction of blood; number of human and nonhuman fatalities; types of weapons used; whether injuring characters, killing characters, or destroying objects is rewarded or is required to advance in the game; and content that may raise concerns about marketing T-rated video games to children. Based on analysis of the 396 T-rated video game titles, 93 game titles (23%) received content descriptors for both violence and blood, 280 game titles (71%) received only a content descriptor for violence, 9 game titles (2%) received only a content descriptor for blood, and 14 game titles

  4. Violence in E-rated video games.

    PubMed

    Thompson, K M; Haninger, K

    2001-08-01

    Children's exposure to violence, alcohol, tobacco and other substances, and sexual messages in the media are a source of public health concern; however, content in video games commonly played by children has not been quantified. To quantify and characterize the depiction of violence, alcohol, tobacco and other substances, and sex in video games rated E (for "Everyone"), analogous to the G rating of films, which suggests suitability for all audiences. We created a database of all existing E-rated video games available for rent or sale in the United States by April 1, 2001, to identify the distribution of games by genre and to characterize the distribution of content descriptors associated with these games. We played and assessed the content of a convenience sample of 55 E-rated video games released for major home video game consoles between 1985 and 2000. Game genre; duration of violence; number of fatalities; types of weapons used; whether injuring characters or destroying objects is rewarded or is required to advance in the game; depiction of alcohol, tobacco and other substances; and sexual content. Based on analysis of the 672 current E-rated video games played on home consoles, 77% were in sports, racing, or action genres and 57% did not receive any content descriptors. We found that 35 of the 55 games we played (64%) involved intentional violence for an average of 30.7% of game play (range, 1.5%-91.2%), and we noted significant differences in the amount of violence among game genres. Injuring characters was rewarded or required for advancement in 33 games (60%). The presence of any content descriptor for violence (n = 23 games) was significantly correlated with the presence of intentional violence in the game (at a 5% significance level based on a 2-sided Wilcoxon rank-sum test, t(53) = 2.59). Notably, 14 of 32 games (44%) that did not receive a content descriptor for violence contained acts of violence. Action and shooting games led to the largest numbers of

  5. Video games and youth violence: a prospective analysis in adolescents.

    PubMed

    Ferguson, Christopher J

    2011-04-01

    The potential influence of violent video games on youth violence remains an issue of concern for psychologists, policymakers and the general public. Although several prospective studies of video game violence effects have been conducted, none have employed well validated measures of youth violence, nor considered video game violence effects in context with other influences on youth violence such as family environment, peer delinquency, and depressive symptoms. The current study builds upon previous research in a sample of 302 (52.3% female) mostly Hispanic youth. Results indicated that current levels of depressive symptoms were a strong predictor of serious aggression and violence across most outcome measures. Depressive symptoms also interacted with antisocial traits so that antisocial individuals with depressive symptoms were most inclined toward youth violence. Neither video game violence exposure, nor television violence exposure, were prospective predictors of serious acts of youth aggression or violence. These results are put into the context of criminological data on serious acts of violence among youth.

  6. Games Children Play: The Effects of Media Violence on Young Children.

    ERIC Educational Resources Information Center

    Wellisch, Mimi

    2000-01-01

    Noting that most children living in Australia have access to a television, video games, and computers and are influenced by the content of their viewing and interactive games, this report examines the impact of media violence on young children. Topics discussed include the recognition of violence on television and video/computer games, reasons for…

  7. Gaming Against Violence: A Grassroots Approach to Teen Dating Violence.

    PubMed

    Crecente, Drew

    2014-08-01

    Teen dating violence is a pervasive problem that affects millions of adolescents worldwide. Although there have been various approaches to addressing this problem, using videogames had not been employed before 2008, when Jennifer Ann's Group, an Atlanta, GA-based nonprofit organization, created an annual competition. The Life.Love. Game Design Challenge rewards game developers for creating videogames about teen dating violence without using any violence in the games themselves. The resulting videogames have increased awareness about teen dating violence and provided educational information to assist adolescents, parents, and teachers in identifying abusive relationships.

  8. The Effects of the Presence and Contexts of Video Game Violence on Children: A Longitudinal Study in Japan

    ERIC Educational Resources Information Center

    Shibuya, Akiko; Sakamoto, Akira; Ihori, Nobuko; Yukawa, Shintaro

    2008-01-01

    A 1-year panel study of 591 children in fifth grade explored the accumulative effects of the presence and contexts of video game violence on aggression and the antiviolence norm in Japan, on the basis of a comprehensive content analysis of video game violence. The results suggest that contextual effects of violent video games are quite complex,…

  9. Acting like a Tough Guy: Violent-Sexist Video Games, Identification with Game Characters, Masculine Beliefs, & Empathy for Female Violence Victims.

    PubMed

    Gabbiadini, Alessandro; Riva, Paolo; Andrighetto, Luca; Volpato, Chiara; Bushman, Brad J

    2016-01-01

    Empathy--putting oneself in another's shoes--has been described as the "social glue" that holds society together. This study investigates how exposure to sexist video games can decrease empathy for female violence victims. We hypothesized that playing violent-sexist video games would increase endorsement of masculine beliefs, especially among participants who highly identify with dominant and aggressive male game characters. We also hypothesized that the endorsement of masculine beliefs would reduce empathy toward female violence victims. Participants (N = 154) were randomly assigned to play a violent-sexist game, a violent-only game, or a non-violent game. After gameplay, measures of identification with the game character, traditional masculine beliefs, and empathy for female violence victims were assessed. We found that participants' gender and their identification with the violent male video game character moderated the effects of the exposure to sexist-violent video games on masculine beliefs. Our results supported the prediction that playing violent-sexist video games increases masculine beliefs, which occurred for male (but not female) participants who were highly identified with the game character. Masculine beliefs, in turn, negatively predicted empathic feelings for female violence victims. Overall, our study shows who is most affected by the exposure to sexist-violent video games, and why the effects occur. (200 words).

  10. Acting like a Tough Guy: Violent-Sexist Video Games, Identification with Game Characters, Masculine Beliefs, & Empathy for Female Violence Victims

    PubMed Central

    Gabbiadini, Alessandro; Riva, Paolo; Andrighetto, Luca; Volpato, Chiara; Bushman, Brad J.

    2016-01-01

    Empathy—putting oneself in another’s shoes—has been described as the “social glue” that holds society together. This study investigates how exposure to sexist video games can decrease empathy for female violence victims. We hypothesized that playing violent-sexist video games would increase endorsement of masculine beliefs, especially among participants who highly identify with dominant and aggressive male game characters. We also hypothesized that the endorsement of masculine beliefs would reduce empathy toward female violence victims. Participants (N = 154) were randomly assigned to play a violent-sexist game, a violent-only game, or a non-violent game. After gameplay, measures of identification with the game character, traditional masculine beliefs, and empathy for female violence victims were assessed. We found that participants’ gender and their identification with the violent male video game character moderated the effects of the exposure to sexist-violent video games on masculine beliefs. Our results supported the prediction that playing violent-sexist video games increases masculine beliefs, which occurred for male (but not female) participants who were highly identified with the game character. Masculine beliefs, in turn, negatively predicted empathic feelings for female violence victims. Overall, our study shows who is most affected by the exposure to sexist-violent video games, and why the effects occur. (200 words) PMID:27074057

  11. Deciding to defect: the effects of video-game violence on cooperative behavior.

    PubMed

    Sheese, Brad E; Graziano, William G

    2005-05-01

    This experiment examined the effect of video-game violence on cooperative decision making. Participants (N= 48) were randomly assigned to play either a violent or a nonviolent version of the video game Doom in dyads. Following the video-game task, participants were separated and given an opportunity to choose to cooperate with their partner for mutual gain, withdraw from the interaction, or exploit their partner for their own benefit. Participants in the violent condition were significantly more likely to choose to exploit their partners than participants in the nonviolent condition. These findings suggest that playing violent video games may undermine prosocial motivation and promote exploitive behavior in social interactions.

  12. Violence against women in video games: a prequel or sequel to rape myth acceptance?

    PubMed

    Beck, Victoria Simpson; Boys, Stephanie; Rose, Christopher; Beck, Eric

    2012-10-01

    Current research suggests a link between negative attitudes toward women and violence against women, and it also suggests that media may condition such negative attitudes. When considering the tremendous and continued growth of video game sales, and the resulting proliferation of sexual objectification and violence against women in some video games, it is lamentable that there is a dearth of research exploring the effect of such imagery on attitudes toward women. This study is the first study to use actual video game playing and control for causal order, when exploring the effect of sexual exploitation and violence against women in video games on attitudes toward women. By employing a Solomon Four-Group experimental research design, this exploratory study found that a video game depicting sexual objectification of women and violence against women resulted in statistically significant increased rape myths acceptance (rape-supportive attitudes) for male study participants but not for female participants.

  13. Playing violent video games and desensitization to violence.

    PubMed

    Brockmyer, Jeanne Funk

    2015-01-01

    This article examines current research linking exposure to violent video games and desensitization to violence. Data from questionnaire, behavioral, and psychophysiologic research are reviewed to determine if exposure to violent video games is a risk factor for desensitization to violence. Real-world implications of desensitization are discussed. Copyright © 2015 Elsevier Inc. All rights reserved.

  14. Children's exposure to violent video games and desensitization to violence.

    PubMed

    Funk, Jeanne B

    2005-07-01

    Desensitization to violence is cited frequently as being an outcome of exposure to media violence and a condition that contributes to increased aggression. This article initiates the development of a conceptual model for describing possible relationships among violent video games, brain function, and desensitization by using empathy and attitudes toward violence as proxy measures of desensitization. More work is needed to understand how specific game content may affect brain activity, how brain development may be affected by heavy play at young ages, and how personality and lifestyle variables may moderate game influence. Given the current state of knowledge, recommendations are made for clinicians to help parents monitor and limit exposure to violent video games and encourage critical thinking about media violence.

  15. Serious gaming: A tool to educate health care providers about domestic violence.

    PubMed

    Mason, Robin; Turner, Linda

    2018-05-10

    Due to many adverse health effects, victims of domestic violence are frequently seen in the health care system. Yet, health care providers may lack the training to assist them. Online curricula can be an effective instructional tool. Our competency-based, serious video game, Responding to Domestic Violence in Clinical Settings, was designed to address health care providers' knowledge gaps through 17 modules, each a half hour in length. Nearly 9,000 participants completed at least one module; nursing students completed the most modules, approximately five hours of instruction. This serious video game-based curriculum is useful in helping health providers and students learn about Domestic Violence.

  16. Sex Differences in the Association Between Gaming and Serious Violence Among Predominantly African American Youth.

    PubMed

    Goldstick, Jason E; Roche, Jessica S; Carter, Patrick M; Arterberry, Brooke J; Bonar, Erin E; Walton, Maureen A; Zimmerman, Marc; Cunningham, Rebecca M

    2018-03-01

    Video gaming, a remarkably popular hobby in the United States, has been consistently identified as a correlate of aggressive behavior, and this association is not limited to violent video gaming. Prior studies of sex differences in the association between video gaming and aggression have not controlled for other well-known violence correlates (e.g., substance use, community violence exposure, violence attitudes) or focused primarily on high-risk youth. In this study, we used data from an emergency department in Flint, Michigan ( N = 409, 59.9% female, 93.4% African American) to identify sex differences in the association between video gaming and serious peer violence. Youth aged 14 to 20 years were recruited from October 2011 to March 2015, and self-administered computerized surveys including measures of demographics, violence perpetration, gaming frequency, substance use, community violence exposure, and violence attitudes. The primary outcome was an indicator of any serious violence perpetration (e.g., choking, burning, weapon violence) in the past 2 months. Using logistic regression, we estimated the association between gaming and serious violence perpetration, and how it varied by sex, while controlling for demographics, substance use, community violence exposure, and violence attitudes. Approximately 36.6% of males and 27.3% of females reported past 2-month serious violence. On adjusted analysis, hours spent gaming was associated with violence among females (odds ratio [OR] = 1.40, 95% confidence interval [CI] = [1.16, 1.78]), but not males (OR = 1.03, 95% CI = [0.89, 1.19]); in the model including both males and females, the interaction between hours gaming and sex was significant ( p < .01). Our findings suggest video gaming is a stronger marker of severe violence perpetration in females than males among at-risk youth. Violence interventions among females may be improved by including content related to video gaming and identifying other prosocial activities

  17. Violent Video Games Exposed: A Blow by Blow Account of Senseless Violence in Games.

    PubMed

    Krantz, Andrew; Shukla, Vipul; Knox, Michele; Schrouder, Karyssa

    2017-01-02

    Violent video game (VVG) use has repeatedly been found to be associated with hostile expectations about others, desensitization to violence, decreased empathy and prosocial behavior, and aggressive thoughts and behaviors. Although these research findings have been widely publicized, VVGs remain the most extensively played games and represent a multi-billion dollar industry. Although VVGs are typically rated "mature," indicating they are not suitable for youths, they are often purchased for youths. This may be in part because there is currently no system available to consumers that thoroughly describes the content of video games, and much of the public is unaware of the types of violence that characterize game play. The purpose of this paper is to describe the violent content of some of the top VVGs, based on sales. For the purposes of this issue, acts of senseless, unprovoked violence will be described in detail.

  18. The Impact of Degree of Exposure to Violent Video Games, Family Background, and Other Factors on Youth Violence.

    PubMed

    DeCamp, Whitney; Ferguson, Christopher J

    2017-02-01

    Despite decades of study, no scholarly consensus has emerged regarding whether violent video games contribute to youth violence. Some skeptics contend that small correlations between violent game play and violence-related outcomes may be due to other factors, which include a wide range of possible effects from gender, mental health, and social influences. The current study examines this issue with a large and diverse (49 % white, 21 % black, 18 % Hispanic, and 12 % other or mixed race/ethnicity; 51 % female) sample of youth in eighth (n = 5133) and eleventh grade (n = 3886). Models examining video game play and violence-related outcomes without any controls tended to return small, but statistically significant relationships between violent games and violence-related outcomes. However, once other predictors were included in the models and once propensity scores were used to control for an underlying propensity for choosing or being allowed to play violent video games, these relationships vanished, became inverse, or were reduced to trivial effect sizes. These results offer further support to the conclusion that video game violence is not a meaningful predictor of youth violence and, instead, support the conclusion that family and social variables are more influential factors.

  19. Violent video games: The effects of narrative context and reward structure on in-game and postgame aggression.

    PubMed

    Sauer, James D; Drummond, Aaron; Nova, Natalie

    2015-09-01

    The potential influence of video game violence on real-world aggression has generated considerable public and scientific interest. Some previous research suggests that playing violent video games can increase postgame aggression. The generalized aggression model (GAM) attributes this to the generalized activation of aggressive schemata. However, it is unclear whether game mechanics that contextualize and encourage or inhibit in-game violence moderate this relationship. Thus, we examined the effects of reward structures and narrative context in a violent video game on in-game and postgame aggression. Contrary to GAM-based predictions, our manipulations differentially affected in-game and postgame aggression. Reward structures selectively affected in-game aggression, whereas narrative context selectively affected postgame aggression. Players who enacted in-game violence through a heroic character exhibited less postgame aggression than players who enacted comparable levels of in-game violence through an antiheroic character. Effects were not attributable to self-activation or character-identification mechanisms, but were consistent with social-cognitive context effects on the interpretation of behavior. These results contradict the GAM's assertion that violent video games affect aggression through a generalized activation mechanism. From an applied perspective, consumer choices may be aided by considering not just game content, but the context in which content is portrayed. (c) 2015 APA, all rights reserved).

  20. Correlates and consequences of exposure to video game violence: hostile personality, empathy, and aggressive behavior.

    PubMed

    Bartholow, Bruce D; Sestir, Marc A; Davis, Edward B

    2005-11-01

    Research has shown that exposure to violent video games causes increases in aggression, but the mechanisms of this effect have remained elusive. Also, potential differences in short-term and long-term exposure are not well understood. An initial correlational study shows that video game violence exposure (VVE) is positively correlated with self-reports of aggressive behavior and that this relation is robust to controlling for multiple aspects of personality. A lab experiment showed that individuals low in VVE behave more aggressively after playing a violent video game than after a nonviolent game but that those high in VVE display relatively high levels of aggression regardless of game content. Mediational analyses show that trait hostility, empathy, and hostile perceptions partially account for the VVE effect on aggression. These findings suggest that repeated exposure to video game violence increases aggressive behavior in part via changes in cognitive and personality factors associated with desensitization.

  1. The Effect of Digital Games and Game Strategies on Young Adolescents' Aggression

    ERIC Educational Resources Information Center

    Eden, Sigal; Eshet-Alkalai, Yoram

    2014-01-01

    Violence is a major element in many of the present-day's digital games. Despite the extensive research on this subject, the effect of violent digital games on the aggression level among children has not been satisfactorily clarified. The study examines the combined effect of collaborative/competitive game strategy and the presence or absence of…

  2. Effects of the Contextual Variables of Racing Games on Risky Driving Behavior.

    PubMed

    Deng, Mingming; Chan, Alan H S; Wu, Feng; Liu, Shulin

    2017-08-01

    This research conducted experimental studies to investigate the effects of the contextual variables of racing games on risky driving behavior. Three experiments were conducted. In Experiment 1, the effect of racing game violence on the driving-related risk-taking inclination of racing game players was examined. Experiment 2 investigated the impact of the competitiveness of racing games on risk-taking inclination, and Experiment 3 investigated the impact of the rewarded/punitive characteristics of racing games on the risk-taking inclination of racing game players. The Vienna Risk-Taking Test was used to measure risk-taking inclination of participants. The game violence, competitiveness, and the reward characteristics of racing games, all had significant impacts in increasing risky driving behavior. The punitive characteristics of racing games had a significant effect, which decreases risky driving behavior. The contextual variables of game violence, competitiveness, and rewarded/punitive characteristics of racing games investigated in this study were all shown to influence the risk-taking inclination of game players, which increased risky driving behavior. This study provides a useful reference for the classification and graded management of racing games.

  3. Violence exposure in real-life, video games, television, movies, and the internet: is there desensitization?

    PubMed

    Funk, Jeanne B; Baldacci, Heidi Bechtoldt; Pasold, Tracie; Baumgardner, Jennifer

    2004-02-01

    It is believed that repeated exposure to real-life and to entertainment violence may alter cognitive, affective, and behavioral processes, possibly leading to desensitization. The goal of the present study was to determine if there are relationships between real-life and media violence exposure and desensitization as reflected in related characteristics. One hundred fifty fourth and fifth graders completed measures of real-life violence exposure, media violence exposure, empathy, and attitudes towards violence. Regression analyses indicated that only exposure to video game violence was associated with (lower) empathy. Both video game and movie violence exposure were associated with stronger proviolence attitudes. The active nature of playing video games, intense engagement, and the tendency to be translated into fantasy play may explain negative impact, though causality was not investigated in the present design. The samples' relatively low exposure to real-life violence may have limited the identification of relationships. Although difficult to quantify, desensitization to violence should be further studied using related characteristics as in the present study. Individual differences and causal relationships should also be examined.

  4. Childhood Violence Prevention Education Using Video Games

    ERIC Educational Resources Information Center

    Fontana, Leonard; Beckerman, Adela

    2004-01-01

    This article describes a project that incorporated interactive technology to teach violence prevention knowledge and skills to second grade students. The educational video games presented lessons consisting of animated characters in a story, accompanied by a number of exercises. The research issue was whether students would develop an appreciation…

  5. A Path Model of School Violence Perpetration: Introducing Online Game Addiction as a New Risk Factor.

    PubMed

    Kim, Jae Yop; Lee, Jeen Suk; Oh, Sehun

    2015-08-10

    Drawing on the cognitive information-processing model of aggression and the general aggression model, we explored why adolescents become addicted to online games and how their immersion in online games affects school violence perpetration (SVP). For this purpose, we conducted statistical analyses on 1,775 elementary and middle school students who resided in northern districts of Seoul, South Korea. The results validated the proposed structural equation model and confirmed the statistical significance of the structural paths from the variables; that is, the paths from child abuse and self-esteem to SVP were significant. The levels of self-esteem and child abuse victimization affected SVP, and this effect was mediated by online game addiction (OGA). Furthermore, a multigroup path analysis showed significant gender differences in the path coefficients of the proposed model, indicating that gender exerted differential effects on adolescents' OGA and SVP. Based on these results, prevention and intervention methods to curb violence in schools have been proposed. © The Author(s) 2015.

  6. The relationship between electronic gaming machine accessibility and police-recorded domestic violence: A spatio-temporal analysis of 654 postcodes in Victoria, Australia, 2005-2014.

    PubMed

    Markham, Francis; Doran, Bruce; Young, Martin

    2016-08-01

    An emerging body of research has documented an association between problem gambling and domestic violence in a range of study populations and locations. Yet little research has analysed this relationship at ecological scales. This study investigates the proposition that gambling accessibility and the incidence of domestic violence might be linked. The association between police-recorded domestic violence and electronic gaming machine accessibility is described at the postcode level. Police recorded family incidents per 10,000 and domestic-violence related physical assault offenses per 10,000 were used as outcome variables. Electronic gaming machine accessibility was measured as electronic gaming machines per 10,000 and gambling venues per 100,000. Bayesian spatio-temporal mixed-effects models were used to estimate the associations between gambling accessibility and domestic violence, using annual postcode-level data in Victoria, Australia between 2005 and 2014, adjusting for a range of covariates. Significant associations of policy-relevant magnitudes were found between all domestic violence and EGM accessibility variables. Postcodes with no electronic gaming machines were associated with 20% (95% credibility interval [C.I.]: 15%, 24%) fewer family incidents per 10,000 and 30% (95% C.I.: 24%, 35%) fewer domestic-violence assaults per 10,000, when compared with postcodes with 75 electronic gaming machine per 10,000. The causal relations underlying these associations are unclear. Quasi-experimental research is required to determine if reducing gambling accessibility is likely to reduce the incidence of domestic violence. Copyright © 2016 Elsevier Ltd. All rights reserved.

  7. Family Violence and Football: The Effect of Unexpected Emotional Cues on Violent Behavior*

    PubMed Central

    Card, David; Dahl, Gordon B.

    2013-01-01

    We study the link between family violence and the emotional cues associated with wins and losses by local professional football teams. We hypothesize that the risk of violence is affected by the ‘gain-loss’ utility of game outcomes around a rationally expected reference point. Our empirical analysis uses police reports of violent incidents on Sundays during the professional football season. Controlling for the pre-game point spread and the size of the local viewing audience, we find that upset losses (defeats when the home team was predicted to win by 4 or more points) lead to a 10 percent increase in the rate of at-home violence by men against their wives and girlfriends. In contrast, losses when the game was expected to be close have small and insignificant effects. Upset wins (when the home team was predicted to lose) also have little impact on violence, consistent with asymmetry in the gain-loss utility function. The rise in violence after an upset loss is concentrated in a narrow time window near the end of the game, and is larger for more important games. We find no evidence for reference point updating based on the halftime score. PMID:21853617

  8. Effects of the It's Your Game . . . Keep It Real program on dating violence in ethnic-minority middle school youths: a group randomized trial.

    PubMed

    Peskin, Melissa F; Markham, Christine M; Shegog, Ross; Baumler, Elizabeth R; Addy, Robert C; Tortolero, Susan R

    2014-08-01

    We examined whether It's Your Game . . . Keep It Real (IYG) reduced dating violence among ethnic-minority middle school youths, a population at high risk for dating violence. We analyzed data from 766 predominantly ethnic-minority students from 10 middle schools in southeast Texas in 2004 for a group randomized trial of IYG. We estimated logistic regression models, and the primary outcome was emotional and physical dating violence perpetration and victimization by ninth grade. Control students had significantly higher odds of physical dating violence victimization (adjusted odds ratio [AOR] = 1.52; 95% confidence interval [CI] = 1.20, 1.92), emotional dating violence victimization (AOR = 1.74; 95% CI = 1.36, 2.24), and emotional dating violence perpetration (AOR = 1.58; 95% CI = 1.11, 2.26) than did intervention students. The odds of physical dating violence perpetration were not significantly different between the 2 groups. Program effects varied by gender and race/ethnicity. IYG significantly reduced 3 of 4 dating violence outcomes among ethnic-minority middle school youths. Although further study is warranted to determine if IYG should be widely disseminated to prevent dating violence, it is one of only a handful of school-based programs that are effective in reducing adolescent dating violence behavior.

  9. Virtual Violence.

    PubMed

    2016-08-01

    In the United States, exposure to media violence is becoming an inescapable component of children's lives. With the rise in new technologies, such as tablets and new gaming platforms, children and adolescents increasingly are exposed to what is known as "virtual violence." This form of violence is not experienced physically; rather, it is experienced in realistic ways via new technology and ever more intense and realistic games. The American Academy of Pediatrics continues to be concerned about children's exposure to virtual violence and the effect it has on their overall health and well-being. This policy statement aims to summarize the current state of scientific knowledge regarding the effects of virtual violence on children's attitudes and behaviors and to make specific recommendations for pediatricians, parents, industry, and policy makers. Copyright © 2016 by the American Academy of Pediatrics.

  10. A longitudinal test of video game violence influences on dating and aggression: a 3-year longitudinal study of adolescents.

    PubMed

    Ferguson, Christopher J; San Miguel, Claudia; Garza, Adolfo; Jerabeck, Jessica M

    2012-02-01

    In 2011 the field of video game violence experienced serious reversals with repudiations of the current research by the US Supreme Court and the Australian Government as non-compelling and fundamentally flawed. Scholars too have been calling for higher quality research on this issue. The current study seeks to answer this call by providing longitudinal data on youth aggression and dating violence as potential consequences of violent video game exposure using well-validated clinical outcome measures and controlling for other relevant predictors of youth aggression. A sample of 165, mainly Hispanic youth, were tested at 3 intervals, an initial interview, and 1-year and 3-year intervals. Results indicated that exposure to video game violence was not related to any of the negative outcomes. Depression, antisocial personality traits, exposure to family violence and peer influences were the best predictors of aggression-related outcomes. The current study supports a growing body of evidence pointing away from video game violence use as a predictor of youth aggression. Public policy efforts, including funding, would best be served by redirecting them toward other prevention programs for youth violence. Copyright © 2011 Elsevier Ltd. All rights reserved.

  11. The Effects of Violent Video Games on Aggression: A Meta-Analysis.

    ERIC Educational Resources Information Center

    Sherry, John L.

    2001-01-01

    Cumulates findings across existing empirical research on the effects of violent video games to estimate overall effect size and discern important trends and moderating variables. Suggests there is a smaller effect of violent video games on aggression than has been found with television violence on aggression. (SG)

  12. Family violence and football: the effect of unexpected emotional cues on violent behavior.

    PubMed

    Card, David; Dahl, Gordon B

    2011-01-01

    We study the link between family violence and the emotional cues associated with wins and losses by professional football teams. We hypothesize that the risk of violence is affected by the “gain-loss” utility of game outcomes around a rationally expected reference point. Our empirical analysis uses police reports of violent incidents on Sundays during the professional football season. Controlling for the pregame point spread and the size of the local viewing audience, we find that upset losses (defeats when the home team was predicted to win by four or more points) lead to a 10% increase in the rate of at-home violence by men against their wives and girlfriends. In contrast, losses when the game was expected to be close have small and insignificant effects. Upset wins (victories when the home team was predicted to lose) also have little impact on violence, consistent with asymmetry in the gain-loss utility function. The rise in violence after an upset loss is concentrated in a narrow time window near the end of the game and is larger for more important games. We find no evidence for reference point updating based on the halftime score.

  13. The motivating role of violence in video games.

    PubMed

    Przybylski, Andrew K; Ryan, Richard M; Rigby, C Scott

    2009-02-01

    Six studies, two survey based and four experimental, explored the relations between violent content and people's motivation and enjoyment of video game play. Based on self-determination theory, the authors hypothesized that violence adds little to enjoyment or motivation for typical players once autonomy and competence need satisfactions are considered. As predicted, results from all studies showed that enjoyment, value, and desire for future play were robustly associated with the experience of autonomy and competence in gameplay. Violent content added little unique variance in accounting for these outcomes and was also largely unrelated to need satisfactions. The studies also showed that players high in trait aggression were more likely to prefer or value games with violent contents, even though violent contents did not reliably enhance their game enjoyment or immersion. Discussion focuses on the significance of the current findings for individuals and the understanding of motivation in virtual environments.

  14. Effects of the It’s Your Game . . . Keep It Real Program on Dating Violence in Ethnic-Minority Middle School Youths: A Group Randomized Trial

    PubMed Central

    Markham, Christine M.; Shegog, Ross; Baumler, Elizabeth R.; Addy, Robert C.; Tortolero, Susan R.

    2014-01-01

    Objectives. We examined whether It’s Your Game . . . Keep It Real (IYG) reduced dating violence among ethnic-minority middle school youths, a population at high risk for dating violence. Methods. We analyzed data from 766 predominantly ethnic-minority students from 10 middle schools in southeast Texas in 2004 for a group randomized trial of IYG. We estimated logistic regression models, and the primary outcome was emotional and physical dating violence perpetration and victimization by ninth grade. Results. Control students had significantly higher odds of physical dating violence victimization (adjusted odds ratio [AOR] = 1.52; 95% confidence interval [CI] = 1.20, 1.92), emotional dating violence victimization (AOR = 1.74; 95% CI = 1.36, 2.24), and emotional dating violence perpetration (AOR = 1.58; 95% CI = 1.11, 2.26) than did intervention students. The odds of physical dating violence perpetration were not significantly different between the 2 groups. Program effects varied by gender and race/ethnicity. Conclusions. IYG significantly reduced 3 of 4 dating violence outcomes among ethnic-minority middle school youths. Although further study is warranted to determine if IYG should be widely disseminated to prevent dating violence, it is one of only a handful of school-based programs that are effective in reducing adolescent dating violence behavior. PMID:24922162

  15. Violence against Women in Video Games: A Prequel or Sequel to Rape Myth Acceptance?

    ERIC Educational Resources Information Center

    Beck, Victoria Simpson; Boys, Stephanie; Rose, Christopher; Beck, Eric

    2012-01-01

    Current research suggests a link between negative attitudes toward women and violence against women, and it also suggests that media may condition such negative attitudes. When considering the tremendous and continued growth of video game sales, and the resulting proliferation of sexual objectification and violence against women in some video…

  16. Superman vs. BAD man? The effects of empathy and game character in violent video games.

    PubMed

    Happ, Christian; Melzer, André; Steffgen, Georges

    2013-10-01

    Recent findings indicate that events in video games, as well as players' perceptions of game characters, moderate well-established video game effects. This includes the level of identification with game characters, and players' interpretation of whether or not the actions of the characters are conceived as moral. In the present study, it was tested whether manipulating empathy for well-known game characters influences video game effects in a violent beat-'em-up game. As was expected, playing the comic hero Superman led to more prosocial behavior (i.e., returning a lost letter) than playing the evil villain Joker. A similar positive effect was observed for inducing game characters as warm and empathic before playing. Compared to a neutral text, participants in the empathy text condition judged the violence in the game as less justified, irrespective of game character. When looking at hostile perception, an interaction was found between empathy and game character. For Superman, empathy led participants to interpret neutral faces as less aggressive. When playing the evil Joker, however, empathy even increased hostile perception. This is in line with previous findings that empathy may not be positive per se. In fact, it may backfire depending on the interaction of game characters and the empathy players feel for them.

  17. An Examination of Violence and Gender Role Portrayals in Video Games: Implications for Gender Socialization and Aggressive Behavior.

    ERIC Educational Resources Information Center

    Dietz, Tracy L.

    1998-01-01

    Examines the portrayal of women and the use of violent themes in 33 popular video games. The analysis reveals that traditional gender roles and violence are central to many games. There were no female characters in 41% of games with characters, and women were portrayed as sex objects in 28% of these games. (SLD)

  18. Violence-related content in video game may lead to functional connectivity changes in brain networks as revealed by fMRI-ICA in young men.

    PubMed

    Zvyagintsev, M; Klasen, M; Weber, R; Sarkheil, P; Esposito, F; Mathiak, K A; Schwenzer, M; Mathiak, K

    2016-04-21

    In violent video games, players engage in virtual aggressive behaviors. Exposure to virtual aggressive behavior induces short-term changes in players' behavior. In a previous study, a violence-related version of the racing game "Carmageddon TDR2000" increased aggressive affects, cognitions, and behaviors compared to its non-violence-related version. This study investigates the differences in neural network activity during the playing of both versions of the video game. Functional magnetic resonance imaging (fMRI) recorded ongoing brain activity of 18 young men playing the violence-related and the non-violence-related version of the video game Carmageddon. Image time series were decomposed into functional connectivity (FC) patterns using independent component analysis (ICA) and template-matching yielded a mapping to established functional brain networks. The FC patterns revealed a decrease in connectivity within 6 brain networks during the violence-related compared to the non-violence-related condition: three sensory-motor networks, the reward network, the default mode network (DMN), and the right-lateralized frontoparietal network. Playing violent racing games may change functional brain connectivity, in particular and even after controlling for event frequency, in the reward network and the DMN. These changes may underlie the short-term increase of aggressive affects, cognitions, and behaviors as observed after playing violent video games. Copyright © 2016 IBRO. Published by Elsevier Ltd. All rights reserved.

  19. Digital Game Violence and Direct Aggression in Adolescence: A Longitudinal Study of the Roles of Sex, Age, and Parent-Child Communication

    ERIC Educational Resources Information Center

    Wallenius, Marjut; Punamaki, Raija-Leena

    2008-01-01

    This study investigated the roles of sex, age, and parent-child communication in moderating the association between digital game violence and direct aggression in a two-year longitudinal study. Finnish 12- and 15-year-old adolescents (N = 316) participated in the follow-up survey. As hypothesized, digital game violence was linked to direct…

  20. Screen Violence and Youth Behavior.

    PubMed

    Anderson, Craig A; Bushman, Brad J; Bartholow, Bruce D; Cantor, Joanne; Christakis, Dimitri; Coyne, Sarah M; Donnerstein, Edward; Brockmyer, Jeanne Funk; Gentile, Douglas A; Green, C Shawn; Huesmann, Rowell; Hummer, Tom; Krahé, Barbara; Strasburger, Victor C; Warburton, Wayne; Wilson, Barbara J; Ybarra, Michele

    2017-11-01

    Violence in screen entertainment media (ie, television, film, video games, and the Internet), defined as depictions of characters (or players) trying to physically harm other characters (or players), is ubiquitous. The Workgroup on Media Violence and Violent Video Games reviewed numerous meta-analyses and other relevant research from the past 60 years, with an emphasis on violent video game research. Consistent with every major science organization review, the Workgroup found compelling evidence of short-term harmful effects, as well as evidence of long-term harmful effects. The vast majority of laboratory-based experimental studies have revealed that violent media exposure causes increased aggressive thoughts, angry feelings, physiologic arousal, hostile appraisals, aggressive behavior, and desensitization to violence and decreases prosocial behavior (eg, helping others) and empathy. Still, to more fully understand the potential for long-term harm from media violence exposure, the field is greatly in need of additional large-sample, high-quality, longitudinal studies that include validated measures of media violence exposure and measures of other known violence risk factors. Also, although several high-quality media violence intervention studies have been conducted, larger-scale studies with more comprehensive and longer-term assessments are needed to fully understand long-term effects and to inform the development of tools that will help to reduce problems associated with aggression and violence. The evidence that violent screen media constitutes a causal risk factor for increased aggression is compelling. Modern social-cognitive theories of social behavior provide useful frameworks for understanding how and why these effects occur. Copyright © 2017 by the American Academy of Pediatrics.

  1. Digital Games as Educational Technology: Promise and Challenges in the Use of Games to Teach

    ERIC Educational Resources Information Center

    Tobias, Sigmund; Fletcher, J. Dexter; Chen, Fei

    2015-01-01

    Digital games were reviewed as an emerging tool in educational technology. Factors such as instructional effectiveness, time on task, relationship to curricula, student socio-economic status, violence in games, and game mechanics were considered. Despite considerable variability among studies, larger overall effect sizes for the impact of games on…

  2. Video game violence use among "vulnerable" populations: the impact of violent games on delinquency and bullying among children with clinically elevated depression or attention deficit symptoms.

    PubMed

    Ferguson, Christopher J; Olson, Cheryl K

    2014-01-01

    The issue of children's exposure to violent video games has been a source of considerable debate for several decades. Questions persist whether children with pre-existing mental health problems may be influenced adversely by exposure to violent games, even if other children are not. We explored this issue with 377 children (62 % female, mixed ethnicity, mean age = 12.93) displaying clinically elevated attention deficit or depressive symptoms on the Pediatric Symptom Checklist. Results from our study found no evidence for increased bullying or delinquent behaviors among youth with clinically elevated mental health symptoms who also played violent video games. Our results did not support the hypothesis that children with elevated mental health symptoms constitute a "vulnerable" population for video game violence effects. Implications and suggestions for further research are provided.

  3. The effects of reward and punishment in violent video games on aggressive affect, cognition, and behavior.

    PubMed

    Carnagey, Nicholas L; Anderson, Craig A

    2005-11-01

    Three experiments examined the effects of rewarding and punishing violent actions in video games on later aggression-related variables. Participants played one of three versions of the same race-car video game: (a) a version in which all violence was rewarded, (b) a version in which all violence was punished, and (c) a nonviolent version. Participants were then measured for aggressive affect (Experiment 1), aggressive cognition (Experiment 2), and aggressive behavior (Experiment 3). Rewarding violent game actions increased hostile emotion, aggressive thinking, and aggressive behavior. Punishing violent actions increased hostile emotion, but did not increase aggressive thinking or aggressive behavior. Results suggest that games that reward violent actions can increase aggressive behavior by increasing aggressive thinking.

  4. Virtually justifiable homicide: the effects of prosocial contexts on the link between violent video games, aggression, and prosocial and hostile cognition.

    PubMed

    Gitter, Seth A; Ewell, Patrick J; Guadagno, Rosanna E; Stillman, Tyler F; Baumeister, Roy F

    2013-01-01

    Previous work has shown that playing violent video games can stimulate aggression toward others. The current research has identified a potential exception. Participants who played a violent game in which the violence had an explicitly prosocial motive (i.e., protecting a friend and furthering his nonviolent goals) were found to show lower short-term aggression (Study 1) and show higher levels of prosocial cognition (Study 2) than individuals who played a violent game in which the violence was motivated by more morally ambiguous motives. Thus, violent video games that are framed in an explicitly prosocial context may evoke more prosocial sentiments and thereby mitigate some of the short-term effects on aggression observed in previous research. While these findings are promising regarding the potential aggression-reducing effects of prosocial context, caution is still warranted as a small effect size difference (d = .2-.3), although nonsignificant, was still observed between those who played the explicitly prosocial violent game and those who played a nonviolent game; indicating that aggressive behavior was not completely eliminated by the inclusion of a prosocial context for the violence. © 2013 Wiley Periodicals, Inc.

  5. Media violence research and youth violence data: why do they conflict?

    PubMed

    Olson, Cheryl K

    2004-01-01

    Contrary to media headlines and public perceptions, there is little evidence of a substantial link between exposure to violent interactive games and serious real-life violence or crime. Further research is needed on whether violent games may affect less dramatic but real concerns such as bullying, fighting, or attitudes and beliefs that support aggression, as well as how effects may vary by child characteristics and types of games. There is also a need for research on the potential benefits of violent games for some children and adults.

  6. Selling violent video game solutions: A look inside the APA's internal notes leading to the creation of the APA's 2005 resolution on violence in video games and interactive media.

    PubMed

    Copenhaver, Allen; Ferguson, Christopher J

    For decades politicians, parent groups, researchers, media outlets, professionals in various fields, and laymen have debated the effects playing violent video games have on children and adolescents. In academia, there also exists a divide as to whether violent video games cause children and adolescents to be aggressive, violent, and even engage in criminal behavior. Given inconsistencies in the data, it may be important to understand the ways and the reasons why professional organizations take a stance on the violent video game effects debate which may reflect greater expressed certitude than data can support. This piece focuses on the American Psychological Association's internal communications leading to the creation of their 2005 Resolution on Violence in Video Games and Interactive Media. These communications reveal that in this case, the APA attempted to "sell" itself as a solution to the perceived violent video game problem. The actions leading to the 2005 resolution are then compared to the actions of the APA's 2013-2015 Task Force on Violent Media. The implications and problems associated with the APA's actions regarding violent video games are addressed and discussed below. Copyright © 2018 Elsevier Ltd. All rights reserved.

  7. Media violence exposure and physical aggression in fifth-grade children.

    PubMed

    Coker, Tumaini R; Elliott, Marc N; Schwebel, David C; Windle, Michael; Toomey, Sara L; Tortolero, Susan R; Hertz, Marci F; Peskin, Melissa F; Schuster, Mark A

    2015-01-01

    To examine the association of media violence exposure and physical aggression in fifth graders across 3 media types. We analyzed data from a population-based, cross-sectional survey of 5,147 fifth graders and their parents in 3 US metropolitan areas. We used multivariable linear regression and report partial correlation coefficients to examine associations between children's exposure to violence in television/film, video games, and music (reported time spent consuming media and reported frequency of violent content: physical fighting, hurting, shooting, or killing) and the Problem Behavior Frequency Scale. Child-reported media violence exposure was associated with physical aggression after multivariable adjustment for sociodemographics, family and community violence, and child mental health symptoms (partial correlation coefficients: TV, 0.17; video games, 0.15; music, 0.14). This association was significant and independent for television, video games, and music violence exposure in a model including all 3 media types (partial correlation coefficients: TV, 0.11; video games, 0.09; music, 0.09). There was a significant positive interaction between media time and media violence for video games and music but not for television. Effect sizes for the association of media violence exposure and physical aggression were greater in magnitude than for most of the other examined variables. The association between physical aggression and media violence exposure is robust and persistent; the strength of this association of media violence may be at least as important as that of other factors with physical aggression in children, such as neighborhood violence, home violence, child mental health, and male gender. Copyright © 2015 Academic Pediatric Association. All rights reserved.

  8. Violent video games affecting our children.

    PubMed

    Vessey, J A; Lee, J E

    2000-01-01

    Exposure to media violence is associated with increased aggression and its sequelae. Unfortunately, the majority of entertainment video games contain violence. Moreover, children of both genders prefer games with violent content. As there is no compulsory legislative standards to limit the type and amount of violence in video games, concerned adults must assume an oversight role.

  9. Gender differences and the effect of contextual features on game enjoyment and responses.

    PubMed

    Lin, Shu-Fang

    2010-10-01

    This article explores the effect of gender and contextual features on emotional reactions, identification toward game characters, and game enjoyment. Two aspects of contextual features are specifically examined: the moral justification of game characters and violence. An experiment was conducted by allowing participants to play either a morally justified character of a non-violent game, a morally justified character of a violent game, or a morally unjustified character of a violent game. The results show that participants felt less guilty and identified with the characters more when playing the morally justified characters of the non-violent game. Furthermore, males and females demonstrate different patterns of enjoyment to different contextual features of video games. The implications of these findings and directions for future research are discussed.

  10. Children and Electronic Games in the United States.

    ERIC Educational Resources Information Center

    Funk, Jeanne B.; Bermann, Julie N.; Buchman, Debra D.

    1997-01-01

    Reports video game playing demographics. Reviews the literature on video game health hazards and positive health applications; cutting-edge applications in education and controversies about learning; and effects on personality. Discusses laboratory and survey research on the effects of video games violence. Considers whether some children may be…

  11. Moral license in video games: when being right can mean doing wrong.

    PubMed

    Ellithorpe, Morgan E; Cruz, Carlos; Velez, John A; Ewoldsen, David R; Bogert, Adam K

    2015-04-01

    Research on video game violence has found largely consistent evidence that violence in video games tends to be associated with an increase in antisocial behavior. However, this body of work has mostly ignored one prominent feature of many violent games: moral decision making. It is possible that the influence of video game violence could change when moral decisions are brought into the context. One way video games change behavior is through changes in players' self-perceptions, a process called identity simulation. In addition, a perspective called moral license predicts that these effects should not necessarily be consistent across behaviors, in that people should try to balance selfishness with keeping the moral high ground across many behaviors. Therefore, moral choices (or immoral choices) in a video game may predict less moral (or more moral) behaviors right after the game. However, later behavior may revert yet again, creating a cycle of pro- and antisocial behaviors. The present experiment asks participants to make moral choices in a video game, and then measures their behavior on two subsequent tasks. Results indicate that taking what participants perceive to be the more moral mind-set in the video game predicts more antisocial behavior on the first task, but more pro-social behavior on the next task. These results support identity simulation and moral license processes in a video game and moral behavior context, and indicate that there may be greater complexity in video game violence effects than previously understood.

  12. Video Games and Children. ERIC Digest.

    ERIC Educational Resources Information Center

    Cesarone, Bernard

    This digest examines data on video game use by children, explains ratings of video game violence, and reviews research on the effects of video games on children and adolescents. A recent study of seventh and eighth graders found that 65% of males and 57% of females played 1 to 6 hours of video games at home per week, and 38% of males and 16% of…

  13. Violent video game effects on children and adolescents. A review of the literature.

    PubMed

    Gentile, D A; Stone, W

    2005-12-01

    Studies of violent video games on children and adolescents were reviewed to: 1) determine the multiple effects; 2) to offer critical observations about common strengths and weaknesses in the literature; 3) to provide a broader perspective to understand the research on the effects of video games. The review includes general theoretical and methodological considerations of media violence, and description of the general aggression model (GAM). The literature was evaluated in relation to the GAM. Published literature, including meta-analyses, are reviewed, as well as relevant unpublished material, such as conference papers and dissertations. Overall, the evidence supports hypotheses that violent video game play is related to aggressive affect, physiological arousal, aggressive cognitions, and aggressive behaviours. The effects of video game play on school performance are also evaluated, and the review concludes with a dimensional approach to video game effects. The dimensional approach evaluates video game effects in terms of amount, content, form, and mechanics, and appears to have many advantages for understanding and predicting the multiple types of effects demonstrated in the literature.

  14. The good, the bad and the ugly: a meta-analytic review of positive and negative effects of violent video games.

    PubMed

    Ferguson, Christopher John

    2007-12-01

    Video game violence has become a highly politicized issue for scientists and the general public. There is continuing concern that playing violent video games may increase the risk of aggression in players. Less often discussed is the possibility that playing violent video games may promote certain positive developments, particularly related to visuospatial cognition. The objective of the current article was to conduct a meta-analytic review of studies that examine the impact of violent video games on both aggressive behavior and visuospatial cognition in order to understand the full impact of such games. A detailed literature search was used to identify peer-reviewed articles addressing violent video game effects. Effect sizes r (a common measure of effect size based on the correlational coefficient) were calculated for all included studies. Effect sizes were adjusted for observed publication bias. Results indicated that publication bias was a problem for studies of both aggressive behavior and visuospatial cognition. Once corrected for publication bias, studies of video game violence provided no support for the hypothesis that violent video game playing is associated with higher aggression. However playing violent video games remained related to higher visuospatial cognition (r (x) = 0.36). Results from the current analysis did not support the conclusion that violent video game playing leads to aggressive behavior. However, violent video game playing was associated with higher visuospatial cognition. It may be advisable to reframe the violent video game debate in reference to potential costs and benefits of this medium.

  15. Gun violence and media effects: challenges for science and public policy.

    PubMed

    Elson, Malte; Ferguson, Christopher J

    2013-11-01

    In response to the Sandy Hook shooting in December 2012, the White House published an action plan to reduce gun violence that, among other things, calls for research into the relationship with violence in digital games or other media images. We acknowledge the administration's efforts to reduce violent crime in society and their obligation to dedicate resources to matters of public interest, such as media effects. However, research projects launched in the midst of a moral panic bear the risk of introducing bias and distracting from more important issues. Ideological rigidity has repeatedly shaped past research on media violence. Current initiatives could be an opportunity to restore credibility to the field and to engage in a responsible dialogue on media effects. In order to inform public policy, we need to close gaps, both in empirical research and the academic debate, while being alert for potential political and social influences.

  16. "Because if We Don't Talk about It, How Are We Going to Prevent It?": "Lucidity," a Narrative-Based Digital Game about Sexual Violence

    ERIC Educational Resources Information Center

    Gilliam, Melissa; Jagoda, Patrick; Jaworski, Erin; Hebert, Luciana E.; Lyman, Phoebe; Wilson, M. Claire

    2016-01-01

    This paper describes the development and evaluation of an interactive, narrative-based, multimedia game to promote learning and communication about sexual violence and health topics. High school-aged participants created the game concept in a three-week workshop, after which assets were assembled and refined by a university-based game design lab.…

  17. Children in the New Media Landscape: Games, Pornography, Perceptions. Children and Media Violence Yearbook, 2000.

    ERIC Educational Resources Information Center

    von Feilitzen, Cecilia, Ed.; Carlsson, Ulla, Ed.

    This document consists of three sources which compile research on the influence of media sex and violence on children's development. The first is a collection of articles on children and the media; the remaining two are bibliographies of research--one on pornography and sex in the media, the other on video and computer games. The articles in the…

  18. Video Game Controversies.

    ERIC Educational Resources Information Center

    Funk, Jeanne B.; Buchman, Debra D.

    1995-01-01

    Reviews the literature on: (1) health-related effects of video games (VGs), including seizures, physiologic responses, and musculoskeletal injuries; (2) eye-hand coordination in VGs; (3) psychological adjustment related to VGs, including possible psychopathologies and violence-related effects; and (4) the educational impact of VGs. Also examines…

  19. Age and violent-content labels make video games forbidden fruits for youth.

    PubMed

    Bijvank, Marije Nije; Konijn, Elly A; Bushman, Brad J; Roelofsma, Peter H M P

    2009-03-01

    To protect minors from exposure to video games with objectionable content (eg, violence and sex), the Pan European Game Information developed a classification system for video games (eg, 18+). We tested the hypothesis that this classification system may actually increase the attractiveness of games for children younger than the age rating. Participants were 310 Dutch youth. The design was a 3 (age group: 7-8, 12-13, and 16-17 years) x 2 (participant gender) x 7 (label: 7+, 12+, 16+, 18+, violence, no violence, or no label control) x 2 (game description: violent or nonviolent) mixed factorial. The first 2 factors were between subjects, whereas the last 2 factors were within subjects. Three personality traits (ie, reactance, trait aggressiveness, and sensation seeking) were also included in the analyses. Participants read fictitious video game descriptions and rated how much they wanted to play each game. Results revealed that restrictive age labels and violent-content labels increased the attractiveness of video games for all of the age groups (even 7- to 8-year-olds and girls). Although the Pan European Game Information system was developed to protect youth from objectionable content, this system actually makes such games forbidden fruits. Pediatricians should be aware of this forbidden-fruit effect, because video games with objectionable content can have harmful effects on children and adolescents.

  20. Video and Computer Games in the '90s: Children's Time Commitment and Game Preference.

    ERIC Educational Resources Information Center

    Buchman, Debra D.; Funk, Jeanne B.

    1996-01-01

    Examined electronic game-playing habits of 900 children. Found that time commitment to game-playing decreased from fourth to eighth grade. Boys played more than girls. Preference for general entertainment games increased across grades while educational games preference decreased. Violent game popularity remained consistent; fantasy violence was…

  1. An Exploratory Study of the Impact of Contextual Cues of Violence in an Active Videogame.

    PubMed

    Peng, Wei; Pfeiffer, Karin; Winn, Brian

    2014-04-01

    With the expanded genres of active videogames, one inevitably raises the question of whether it is worthwhile to use active videogames to promote physical activity if games involve violent themes. The purpose of the current study was to explore the effects of contextual cues of violence in an active videogame on (1) state hostility, (2) perceived arousal, (3) game enjoyment, (4) perceived effort in the game, and (5) activity intensity in the game. A one-factor between-subjects experiment with three conditions (minimal, moderate, and extreme contextual cues of violence) of playing an in-house-developed active videogame was conducted. Activity intensity was objectively measured using the ActiGraph (Pensacola, FL) model GT3X accelerometer. Psychological outcomes were measured using established scales. We did not find that the level of contextual cues of violence had any effect on the outcome variables, although the moderate level of contextual cues of violence resulted in a greater amount of feeling mean (P=0.011) and unsociable (P=0.038) among the players immediately after gameplay than players in the minimal contextual cues of violence condition. We did not find any statistically significant difference among the three conditions in terms of enjoyment, perceived arousal, or activity intensity. This study empirically examined the effects of contextual cues of violence in active videogames on player hostility, arousal, and enjoyment after gameplay as well as their physical activity intensity during gameplay. These findings provide some initial evidence to guide active videogame designers and researchers on how to design the games to be more engaging and thus elicit more activities among the players.

  2. Experimental study of the differential effects of playing versus watching violent video games on children's aggressive behavior.

    PubMed

    Polman, Hanneke; de Castro, Bram Orobio; van Aken, Marcel A G

    2008-01-01

    There is great concern about the effects of playing violent video games on aggressive behavior. The present experimental study was aimed at investigating the differential effects of actively playing vs. passively watching the same violent video game on subsequent aggressive behavior. Fifty-seven children aged 10-13 either played a violent video game (active violent condition), watched the same violent video game (passive violent condition), or played a non-violent video game (active non-violent condition). Aggression was measured through peer nominations of real-life aggressive incidents during a free play session at school. After the active participation of actually playing the violent video game, boys behaved more aggressively than did the boys in the passive game condition. For girls, game condition was not related to aggression. These findings indicate that, specifically for boys, playing a violent video game should lead to more aggression than watching television violence. Copyright 2007 Wiley-Liss, Inc.

  3. Playing a violent television game affects heart rate variability.

    PubMed

    Ivarsson, Malena; Anderson, Martin; Akerstedt, Torbjörn; Lindblad, Frank

    2009-01-01

    To investigate how playing a violent/nonviolent television game during the evening affects sympathetic and parasympathetic reactions during and after playing as well as sleep quality during the night after playing. In total, 19 boys, 12-15 years of age, played television games on two occasions in their homes and participated once without gaming. Heart rate, heart rate variability (HRV) and physical activity were measured during gaming/participating and the night to follow using a portable combined heart rate and movement sensor. A sleep diary and questionnaires about gaming experiences and session-specific experiences were filled in. Criteria for Selection of Games: Violent game involves/rewards direct physical violence (no handguns) against another person, and nonviolent game involves/rewards no violence; same game design ('third-person game'); conducted in the same manner; no differences concerning motor activity; similar sound and light effects; no sexual content, violence against women or racial overtones. During violent (vs. nonviolent) gaming, there was significantly higher activity of the very low frequency component of the HRV and total power. During the night after playing, very low frequency, low frequency and high frequency components were significantly higher during the violent (vs. nonviolent) condition, just as total power. There were no significant differences between the three conditions (violent/nonviolent/no gaming) with respect to an index reflecting subjectively perceived sleep difficulties. Nor was there any difference between violent and nonviolent condition for any single sleep item. Violent gaming induces different autonomic responses in boys compared to nonviolent gaming--during playing and during the following night--suggesting different emotional responses. Subjectively perceived sleep quality is not influenced after a single gaming experience. Future studies should address the development of the autonomic balance after gaming over longer

  4. Screen time and physical violence in 10 to 16-year-old Canadian youth.

    PubMed

    Janssen, Ian; Boyce, William F; Pickett, William

    2012-04-01

    To examine the independent associations between television, computer, and video game use with physical violence in youth. The study population consisted of a representative cross-sectional sample of 9,672 Canadian youth in grades 6-10 and a 1-year longitudinal sample of 1,861 youth in grades 9-10. The number of weekly hours watching television, playing video games, and using a computer was determined. Violence was defined as engagement in ≥2 physical fights in the previous year and/or perpetration of ≥2-3 monthly episodes of physical bullying. Logistic regression was used to examine associations. In the cross-sectional sample, computer use was associated with violence independent of television and video game use. Video game use was associated with violence in girls but not boys. Television use was not associated with violence after controlling for the other screen time measures. In the longitudinal sample, video game use was a significant predictor of violence after controlling for the other screen time measures. Computer and video game use were the screen time measures most strongly related to violence in this large sample of youth.

  5. Effects of media violence on health-related outcomes among young men.

    PubMed

    Brady, Sonya S; Matthews, Karen A

    2006-04-01

    To test the effects of media violence exposure on blood pressure, negative affect, hostile social information processing, uncooperative behavior, and attitudes toward health risk behaviors among young men varying in lifetime violence exposure within the home and community. Experimental laboratory study. University campus situated within an urban environment. One hundred male undergraduates aged 18 to 21 years. Men who had previously reported differing amounts of lifetime home and community violence were randomly assigned to play The Simpsons: Hit and Run (low-violence condition) or Grand Theft Auto III (high-violence condition). Systolic and diastolic blood pressure; negative affect; hostile social information processing; uncooperative behavior; and permissive attitudes toward violence, alcohol use, marijuana use, and sexual activity without condom use. Men randomly assigned to play Grand Theft Auto III exhibited greater increases in diastolic blood pressure from a baseline rest period to game play, greater negative affect, more permissive attitudes toward using alcohol and marijuana, and more uncooperative behavior in comparison with men randomly assigned to play The Simpsons. Only among participants with greater exposure to home and community violence, play of Grand Theft Auto III led to elevated systolic blood pressure in comparison with play of The Simpsons (mean, 13 vs 5 mm Hg). Media violence exposure may play a role in the development of negative attitudes and behaviors related to health. Although youth growing up in violent homes and communities may become more physiologically aroused by media violence exposure, all youth appear to be at risk for potentially negative outcomes.

  6. The role of media violence in violent behavior.

    PubMed

    Huesmann, L Rowell; Taylor, Laramie D

    2006-01-01

    Media violence poses a threat to public health inasmuch as it leads to an increase in real-world violence and aggression. Research shows that fictional television and film violence contribute to both a short-term and a long-term increase in aggression and violence in young viewers. Television news violence also contributes to increased violence, principally in the form of imitative suicides and acts of aggression. Video games are clearly capable of producing an increase in aggression and violence in the short term, although no long-term longitudinal studies capable of demonstrating long-term effects have been conducted. The relationship between media violence and real-world violence and aggression is moderated by the nature of the media content and characteristics of and social influences on the individual exposed to that content. Still, the average overall size of the effect is large enough to place it in the category of known threats to public health.

  7. Are violent video games harmful?

    PubMed

    Porter, Guy; Starcevic, Vladan

    2007-10-01

    The aim of this paper is to revisit the controversial issue of the association of violent video games and aggressive behaviour. Several lines of evidence suggest that there is a link between exposure to violent video games and aggressive behaviour. However, methodological shortcomings of research conducted so far make several interpretations of this relationship possible. Thus, aggressive behaviour may be a consequence of playing violent video games, an expression of hostile traits that existed before exposure to these games, and/or it may be a result of several possible combinations of these and other factors. Mental health professionals need to be aware of these potentially negative effects of violent video games when assessing patients who present with aggression. There is a need for prospective, long-term studies similar to those evaluating the effects of television and film violence on children and adolescents.

  8. A multivariate analysis of youth violence and aggression: the influence of family, peers, depression, and media violence.

    PubMed

    Ferguson, Christopher J; San Miguel, Claudia; Hartley, Richard D

    2009-12-01

    To examine the multivariate nature of risk factors for youth violence including delinquent peer associations, exposure to domestic violence in the home, family conflict, neighborhood stress, antisocial personality traits, depression level, and exposure to television and video game violence. A population of 603 predominantly Hispanic children (ages 10-14 years) and their parents or guardians responded to multiple behavioral measures. Outcomes included aggression and rule-breaking behavior on the Child Behavior Checklist (CBCL), as well as violent and nonviolent criminal activity and bullying behavior. Delinquent peer influences, antisocial personality traits, depression, and parents/guardians who use psychological abuse in intimate relationships were consistent risk factors for youth violence and aggression. Neighborhood quality, parental use of domestic violence in intimate relationships, and exposure to violent television or video games were not predictive of youth violence and aggression. Childhood depression, delinquent peer association, and parental use of psychological abuse may be particularly fruitful avenues for future prevention or intervention efforts.

  9. Media Violence Research and Youth Violence Data: Why Do They Conflict?

    ERIC Educational Resources Information Center

    Olson, Cheryl K.

    2004-01-01

    Objective: Contrary to media headlines and public perceptions, there is little evidence of a substantial link between exposure to violent interactive games and serious real-life violence or crime. Conclusion: Further research is needed on whether violent games may affect less dramatic but real concerns such as bullying, fighting, or attitudes and…

  10. Sex, Lies and Video Games

    ERIC Educational Resources Information Center

    Kearney, Paul; Pivec, Maja

    2007-01-01

    Sex and violence in video games is a social issue that confronts us all, especially as many commercial games are now being introduced for game-based learning in schools, and as such this paper polls teenage players about the rules their parents and teachers may or may not have, and surveys the gaming community, ie, game developers to parents, to…

  11. Various Viewpoints on Violence.

    ERIC Educational Resources Information Center

    Klemm, Bonita; And Others

    1995-01-01

    Presents four articles addressing various aspects of violence in the context of children's everyday life: video game violence, gun play, violent children's television programming, and war play. Proposes possible developmentally appropriate solutions. Urges teachers, parents, and the community in general to actively work to provide a safer, saner…

  12. Exposure to violent video games and aggression in German adolescents: a longitudinal analysis.

    PubMed

    Möller, Ingrid; Krahé, Barbara

    2009-01-01

    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. Copyright 2008 Wiley-Liss, Inc.

  13. Reevaluating the Impact of Video Games.

    ERIC Educational Resources Information Center

    Funk, Jeanne B.

    1993-01-01

    Surveyed 357 seventh and eighth graders about video game play and preference. Found that approximately 64% of boys and 56% of girls played one to two hours of video games per week at home; and that, among five categories of video games, those most preferred by the students were games that involved fantasy violence and sports games. (BC)

  14. The Influence of Media Violence on Youth.

    PubMed

    Anderson, Craig A; Berkowitz, Leonard; Donnerstein, Edward; Huesmann, L Rowell; Johnson, James D; Linz, Daniel; Malamuth, Neil M; Wartella, Ellen

    2003-12-01

    Research on violent television and films, video games, and music reveals unequivocal evidence that media violence increases the likelihood of aggressive and violent behavior in both immediate and long-term contexts. The effects appear larger for milder than for more severe forms of aggression, but the effects on severe forms of violence are also substantial (r = .13 to .32) when compared with effects of other violence risk factors or medical effects deemed important by the medical community (e.g., effect of aspirin on heart attacks). The research base is large; diverse in methods, samples, and media genres; and consistent in overall findings. The evidence is clearest within the most extensively researched domain, television and film violence. The growing body of video-game research yields essentially the same conclusions. Short-term exposure increases the likelihood of physically and verbally aggressive behavior, aggressive thoughts, and aggressive emotions. Recent large-scale longitudinal studies provide converging evidence linking frequent exposure to violent media in childhood with aggression later in life, including physical assaults and spouse abuse. Because extremely violent criminal behaviors (e.g., forcible rape, aggravated assault, homicide) are rare, new longitudinal studies with larger samples are needed to estimate accurately how much habitual childhood exposure to media violence increases the risk for extreme violence. Well-supported theory delineates why and when exposure to media violence increases aggression and violence. Media violence produces short-term increases by priming existing aggressive scripts and cognitions, increasing physiological arousal, and triggering an automatic tendency to imitate observed behaviors. Media violence produces long-term effects via several types of learning processes leading to the acquisition of lasting (and automatically accessible) aggressive scripts, interpretational schemas, and aggression-supporting beliefs

  15. The impact of electronic media violence: scientific theory and research.

    PubMed

    Huesmann, L Rowell

    2007-12-01

    Since the early 1960s, research evidence has been accumulating that suggests that exposure to violence in television, movies, video games, cell phones, and on the Internet increases the risk of violent behavior on the viewer's part, just as growing up in an environment filled with real violence increases the risk of them behaving violently. In the current review this research evidence is critically assessed and the psychological theory that explains why exposure to violence has detrimental effects for both the short and long-term is elaborated. Finally the size of the "media violence effect" is compared with some other well-known threats to society to estimate how important a threat it should be considered.

  16. From the American Academy of Pediatrics: Policy statement--Media violence.

    PubMed

    2009-11-01

    Exposure to violence in media, including television, movies, music, and video games, represents a significant risk to the health of children and adolescents. Extensive research evidence indicates that media violence can contribute to aggressive behavior, desensitization to violence, nightmares, and fear of being harmed. Pediatricians should assess their patients' level of media exposure and intervene on media-related health risks. Pediatricians and other child health care providers can advocate for a safer media environment for children by encouraging media literacy, more thoughtful and proactive use of media by children and their parents, more responsible portrayal of violence by media producers, and more useful and effective media ratings. Office counseling has been shown to be effective.

  17. How we see electronic games.

    PubMed

    Przybylski, Andrew K; Weinstein, Netta

    2016-01-01

    Theories regarding the influences of electronic games drive scientific study, popular debate, and public policy. The fractious interchanges among parents, pundits, and scholars hint at the rich phenomenological and psychological dynamics that underlie how people view digital technologies such as games. The current research applied Martin Heidegger's concept of interpretive frameworks (Heidegger, 1987) and Robert Zajonc's exposure-attitude hypothesis (Zajonc, 1968) to explore how attitudes towards technologies such as electronic games arise. Three studies drew on representative cohorts of American and British adults and evaluated how direct and indirect experiences with games shape how they are seen. Results indicated this approach was fruitful: negative attitudes and beliefs linking games to real-world violence were prominent among those with little direct exposure to electronic gaming contexts, whereas those who played games and reported doing so with their children tended to evaluate gaming more positively. Further findings indicated direct experience tended to inform the accuracy of beliefs about the effects of digital technology, as those who had played were more likely to believe that which is empirically known about game effects. Results are discussed with respect to ongoing debates regarding gaming and broader applications of this approach to understand the psychological dynamics of adapting to technological advances.

  18. How we see electronic games

    PubMed Central

    Weinstein, Netta

    2016-01-01

    Theories regarding the influences of electronic games drive scientific study, popular debate, and public policy. The fractious interchanges among parents, pundits, and scholars hint at the rich phenomenological and psychological dynamics that underlie how people view digital technologies such as games. The current research applied Martin Heidegger’s concept of interpretive frameworks (Heidegger, 1987) and Robert Zajonc’s exposure-attitude hypothesis (Zajonc, 1968) to explore how attitudes towards technologies such as electronic games arise. Three studies drew on representative cohorts of American and British adults and evaluated how direct and indirect experiences with games shape how they are seen. Results indicated this approach was fruitful: negative attitudes and beliefs linking games to real-world violence were prominent among those with little direct exposure to electronic gaming contexts, whereas those who played games and reported doing so with their children tended to evaluate gaming more positively. Further findings indicated direct experience tended to inform the accuracy of beliefs about the effects of digital technology, as those who had played were more likely to believe that which is empirically known about game effects. Results are discussed with respect to ongoing debates regarding gaming and broader applications of this approach to understand the psychological dynamics of adapting to technological advances. PMID:27077016

  19. Content and ratings of teen-rated video games.

    PubMed

    Haninger, Kevin; Thompson, Kimberly M

    2004-02-18

    Children's exposure to violence, blood, sexual themes, profanity, substances, and gambling in the media remains a source of public health concern. However, content in video games played by older children and adolescents has not been quantified or compared with the rating information provided to consumers by the Entertainment Software Rating Board (ESRB). To quantify and characterize the content in video games rated T (for "Teen") and to measure the agreement between the content observed in game play and the ESRB-assigned content descriptors displayed on the game box. We created a database of all 396 T-rated video game titles released on the major video game consoles in the United States by April 1, 2001, to identify the distribution of games by genre and to characterize the distribution of ESRB-assigned content descriptors. We randomly sampled 80 video game titles (which included 81 games because 1 title included 2 separate games), played each game for at least 1 hour, quantitatively assessed the content, and compared the content we observed with the content descriptors assigned by the ESRB. Depictions of violence, blood, sexual themes, gambling, and alcohol, tobacco, or other drugs; whether injuring or killing characters is rewarded or is required to advance in the game; characterization of gender associated with sexual themes; and use of profanity in dialogue, lyrics, or gestures. Analysis of all content descriptors assigned to the 396 T-rated video game titles showed 373 (94%) received content descriptors for violence, 102 (26%) for blood, 60 (15%) for sexual themes, 57 (14%) for profanity, 26 (7%) for comic mischief, 6 (2%) for substances, and none for gambling. In the random sample of 81 games we played, we found that 79 (98%) involved intentional violence for an average of 36% of game play, 73 (90%) rewarded or required the player to injure characters, 56 (69%) rewarded or required the player to kill, 34 (42%) depicted blood, 22 (27%) depicted sexual themes

  20. Demolishing the Competition: The Longitudinal Link between Competitive Video Games, Competitive Gambling, and Aggression

    ERIC Educational Resources Information Center

    Adachi, Paul J. C.; Willoughby, Teena

    2013-01-01

    The majority of research on the link between video games and aggression has focused on the violent content in games. In contrast, recent experimental research suggests that it is video game competition, not violence, that has the greatest effect on aggression in the short-term. However, no researchers have examined the long-term relationship…

  1. Child and adolescent violence.

    PubMed

    Daane, Diane M

    2003-01-01

    Although the juvenile violent crime rate has decreased steadily during the past 5 years, the problem of violence and violence-related behaviors in the lives of our children and adolescents remains. The incidence of violent victimization against children and violence and violence-related behavior by today's youth is related to a variety of factors. Exposure to violence in the home, school, community, or video games and other entertainment significantly influences aggressive behaviors among children and adolescents. Other childhood violence predictors include alcohol and drug use, gender, and low self-esteem. The childhood violence risk indicators have implications for child and adolescent violence prevention and intervention programs. Nurses who recognize dangerous and potentially dangerous behavior in children and adolescents are better able to provide violence prevention and intervention services and referrals to children at risk or in danger. Because orthopaedic nurses often see adolescents who have already sustained injury from violence, identification of those at risk is particularly important.

  2. Content and ratings of mature-rated video games.

    PubMed

    Thompson, Kimberly M; Tepichin, Karen; Haninger, Kevin

    2006-04-01

    To quantify the depiction of violence, blood, sexual themes, profanity, substances, and gambling in video games rated M (for "mature") and to measure agreement between the content observed and the rating information provided to consumers on the game box by the Entertainment Software Rating Board. We created a database of M-rated video game titles, selected a random sample, recorded at least 1 hour of game play, quantitatively assessed the content, performed statistical analyses to describe the content, and compared our observations with the Entertainment Software Rating Board content descriptors and results of our prior studies. Harvard University, Boston, Mass. Authors and 1 hired game player. M-rated video games. Percentages of game play depicting violence, blood, sexual themes, gambling, alcohol, tobacco, or other drugs; use of profanity in dialogue, song lyrics, or gestures. Although the Entertainment Software Rating Board content descriptors for violence and blood provide a good indication of such content in the game, we identified 45 observations of content that could warrant a content descriptor in 29 games (81%) that lacked these content descriptors. M-rated video games are significantly more likely to contain blood, profanity, and substances; depict more severe injuries to human and nonhuman characters; and have a higher rate of human deaths than video games rated T (for "teen"). Parents and physicians should recognize that popular M-rated video games contain a wide range of unlabeled content and may expose children and adolescents to messages that may negatively influence their perceptions, attitudes, and behaviors.

  3. Violence in the Media: One Teacher's Response

    ERIC Educational Resources Information Center

    Hallenberg, Harvey

    2006-01-01

    In this article, the author discusses and shares his opinion about violence in the media. He states that many of the students in class have honestly responded to his inquiries about violence in culture, that they are "fascinated" with violence in movies, in television shows, in video games, and in the music they listen to away from school.…

  4. Correlates of problematic gaming - Is there support for proneness to risky behaviour?

    PubMed

    Šincek, Daniela; Humer, Jasmina Tomašić; Duvnjak, Ivana

    2017-09-01

    This paper explores problematic Internet gaming in the context of other forms of risky behaviour. The basic premise is that children and adolescents at risk will display different types of risky behaviour in various settings. Children and adolescents (N=1150) were surveyed about (cyber)violence, problematic gaming (habits, motives and symptoms), self-disclosure via Facebook and self-esteem. Regular gamers were more violent both face-to-face and via the Internet, and were more prone to problematic gaming than occasional gamers. Those who played games for more than five hours per day (9% of respondents) were classified as potentially problematic gamers. They experienced and committed more violence both face-to-face and via the Internet, were more involved in self-disclosure and had more problematic gaming symptoms than those who played for less than five hours a day, but these groups did not differ in self-esteem. Participants could choose from a list of eight different motives for their gaming; those motivated by peer communication, a sense of control, relaxation, conformism, self-efficacy and to distract from problems reported more symptoms of problematic gaming than those not motivated by these factors. Gender, age, self-esteem, self-disclosure and committing violence contributed to explaining the variance in problematic gaming, accounting for about 26% of its variance. Boys, lower self-esteem, more self-disclosure and committing both types of violence more regularly were connected with reporting more symptoms of problematic gaming. The results will be discussed in the context of a general proneness to risky behaviour. Committing violence against peers (both traditional and cyber) predicts significantly problematic gaming. This supports the premise that children and adolescents at risk are prone to exhibiting different forms of risky behaviour in different settings.

  5. Much ado about nothing: the misestimation and overinterpretation of violent video game effects in eastern and western nations: comment on Anderson et al. (2010).

    PubMed

    Ferguson, Christopher J; Kilburn, John

    2010-03-01

    The issue of violent video game influences on youth violence and aggression remains intensely debated in the scholarly literature and among the general public. Several recent meta-analyses, examining outcome measures most closely related to serious aggressive acts, found little evidence for a relationship between violent video games and aggression or violence. In a new meta-analysis, C. A. Anderson et al. (2010) questioned these findings. However, their analysis has several methodological issues that limit the interpretability of their results. In their analysis, C. A. Anderson et al. included many studies that do not relate well to serious aggression, an apparently biased sample of unpublished studies, and a "best practices" analysis that appears unreliable and does not consider the impact of unstandardized aggression measures on the inflation of effect size estimates. They also focused on bivariate correlations rather than better controlled estimates of effects. Despite a number of methodological flaws that all appear likely to inflate effect size estimates, the final estimate of r = .15 is still indicative of only weak effects. Contrasts between the claims of C. A. Anderson et al. (2010) and real-world data on youth violence are discussed.

  6. Teaching Us to Fear: The Violent Video Game Moral Panic and The Politics of Game Research

    ERIC Educational Resources Information Center

    Markey, Patrick M.; Ferguson, Christopher J.

    2017-01-01

    In this excerpt from their new book, "Moral Combat: Why the War on Violent Video Games Is Wrong" (BenBella Books, 2017), the authors present an argument in defense of video games while dispelling the myth that such games lead to real-world violence. The authors define and examine moral panics and provide guidelines for identifying and…

  7. American Academy of Pediatrics. Media violence. Committee on Public Education.

    PubMed

    2001-11-01

    The American Academy of Pediatrics recognizes exposure to violence in media, including television, movies, music, and video games, as a significant risk to the health of children and adolescents. Extensive research evidence indicates that media violence can contribute to aggressive behavior, desensitization to violence, nightmares, and fear of being harmed. Pediatricians should assess their patients' level of media exposure and intervene on media-related health risks. Pediatricians and other child health care providers can advocate for a safer media environment for children by encouraging media literacy, more thoughtful and proactive use of media by children and their parents, more responsible portrayal of violence by media producers, and more useful and effective media ratings.

  8. Hostility among adolescents in Switzerland? multivariate relations between excessive media use and forms of violence.

    PubMed

    Kuntsche, Emmanuel N

    2004-03-01

    To determine what kind of violence-related behavior or opinion is directly related to excessive media use among adolescents in Switzerland. A national representative sample of 4222 schoolchildren (7th- and 8th-graders; mean age 13.9 years) answered questions on the frequency of television-viewing, electronic game-playing, feeling unsafe at school, bullying others, hitting others, and fighting with others, as part of the Health Behaviour in School-Aged Children (HBSC) international collaborative study protocol. The Chi-square tests and multiple logistic regression analyses were applied to high-risk groups of adolescents. For the total sample, all bivariate relationships between television-viewing/electronic game-playing and each violence-related variable are significant. In the multivariate comparison, physical violence among boys ceases to be significant. For girls, only television-viewing is linked to indirect violence. Against the hypothesis, females' electronic game-playing only had a bearing on hitting others. Experimental designs are needed that take into account gender, different forms of media, and violence to answer the question of whether excessive media use leads to violent behavior. With the exception of excessive electronic game-playing among girls, this study found that electronic media are not thought to lead directly to real-life violence but to hostility and indirect violence.

  9. The Impact of Electronic Media Violence: Scientific Theory and Research

    PubMed Central

    Huesmann, L. Rowell

    2009-01-01

    Since the early 1960s research evidence has been accumulating that suggests that exposure to violence in television, movies, video games, cell phones, and on the internet increases the risk of violent behavior on the viewer’s part just as growing up in an environment filled with real violence increases the risk of them behaving violently. In the current review this research evidence is critically assessed, and the psychological theory that explains why exposure to violence has detrimental effects for both the short run and long run is elaborated. Finally, the size of the “media violence effect” is compared with some other well known threats to society to estimate how important a threat it should be considered. PMID:18047947

  10. Daily violent video game playing and depression in preadolescent youth.

    PubMed

    Tortolero, Susan R; Peskin, Melissa F; Baumler, Elizabeth R; Cuccaro, Paula M; Elliott, Marc N; Davies, Susan L; Lewis, Terri H; Banspach, Stephen W; Kanouse, David E; Schuster, Mark A

    2014-09-01

    Most studies on the impact of playing violent video games on mental health have focused on aggression. Relatively few studies have examined the relationship between playing violent video games and depression, especially among preadolescent youth. In this study, we investigated whether daily violent video game playing over the past year is associated with a greater number of depressive symptoms among preadolescent youth, after controlling for several well-known correlates of depression among youth. We analyzed cross-sectional data collected from 5,147 fifth-grade students and their primary caregivers who participated in Wave I (2004-2006) of Healthy Passages, a community-based longitudinal study conducted in three U.S. cities. Linear regression was conducted to determine the association between violent video game exposure and number of depressive symptoms, while controlling for gender, race/ethnicity, peer victimization, witnessing violence, being threatened with violence, aggression, family structure, and household income level. We found that students who reported playing high-violence video games for ≥2 hours per day had significantly more depressive symptoms than those who reported playing low-violence video games for <2 hours per day (p<0.001). The magnitude of this association was small (Cohen's d=0.16), but this association was consistent across all racial/ethnic subgroups and among boys (Cohen's d values ranged from 0.12 to 0.25). Our findings indicate that there is an association between daily exposure to violent video games and number of depressive symptoms among preadolescent youth. More research is needed to examine this association and, if confirmed, to investigate its causality, persistence over time, underlying mechanisms, and clinical implications.

  11. Daily Violent Video Game Playing and Depression in Preadolescent Youth

    PubMed Central

    Peskin, Melissa F.; Baumler, Elizabeth R.; Cuccaro, Paula M.; Elliott, Marc N.; Davies, Susan L.; Lewis, Terri H.; Banspach, Stephen W.; Kanouse, David E.; Schuster, Mark A.

    2014-01-01

    Abstract Most studies on the impact of playing violent video games on mental health have focused on aggression. Relatively few studies have examined the relationship between playing violent video games and depression, especially among preadolescent youth. In this study, we investigated whether daily violent video game playing over the past year is associated with a greater number of depressive symptoms among preadolescent youth, after controlling for several well-known correlates of depression among youth. We analyzed cross-sectional data collected from 5,147 fifth-grade students and their primary caregivers who participated in Wave I (2004–2006) of Healthy Passages, a community-based longitudinal study conducted in three U.S. cities. Linear regression was conducted to determine the association between violent video game exposure and number of depressive symptoms, while controlling for gender, race/ethnicity, peer victimization, witnessing violence, being threatened with violence, aggression, family structure, and household income level. We found that students who reported playing high-violence video games for ≥2 hours per day had significantly more depressive symptoms than those who reported playing low-violence video games for <2 hours per day (p<0.001). The magnitude of this association was small (Cohen's d=0.16), but this association was consistent across all racial/ethnic subgroups and among boys (Cohen's d values ranged from 0.12 to 0.25). Our findings indicate that there is an association between daily exposure to violent video games and number of depressive symptoms among preadolescent youth. More research is needed to examine this association and, if confirmed, to investigate its causality, persistence over time, underlying mechanisms, and clinical implications. PMID:25007237

  12. Acute effects of violent video-game playing on blood pressure and appetite perception in normal-weight young men: a randomized controlled trial.

    PubMed

    Siervo, M; Sabatini, S; Fewtrell, M S; Wells, J C K

    2013-12-01

    Watching television and playing video game being seated represent sedentary behaviours and increase the risk of weight gain and hypertension. We investigated the acute effects of violent and non-violent video-game playing on blood pressure (BP), appetite perception and food preferences. Forty-eight young, normal-weight men (age: 23.1±1.9 years; body mass index: 22.5±1.9 kg/m(2)) participated in a three-arm, randomized trial. Subjects played a violent video game, a competitive, non-violent video game or watched TV for 1 h. Measurements of BP, stress and appetite perception were recorded before a standardized meal (∼300 kcal) and then repeated every 15 min throughout the intervention. Violent video-game playing was associated with a significant increase in diastolic BP (Δ±s.d.=+7.5±5.8 mm Hg; P=0.04) compared with the other two groups. Subjects playing violent video games felt less full (P=0.02) and reported a tendency towards sweet food consumption. Video games involving violence appear to be associated with significant effects on BP and appetite perceptions compared with non-violent gaming or watching TV.

  13. Longitudinal effects of violent video games on aggression in Japan and the United States.

    PubMed

    Anderson, Craig A; Sakamoto, Akira; Gentile, Douglas A; Ihori, Nobuko; Shibuya, Akiko; Yukawa, Shintaro; Naito, Mayumi; Kobayashi, Kumiko

    2008-11-01

    Youth worldwide play violent video games many hours per week. Previous research suggests that such exposure can increase physical aggression. We tested whether high exposure to violent video games increases physical aggression over time in both high- (United States) and low- (Japan) violence cultures. We hypothesized that the amount of exposure to violent video games early in a school year would predict changes in physical aggressiveness assessed later in the school year, even after statistically controlling for gender and previous physical aggressiveness. In 3 independent samples, participants' video game habits and physically aggressive behavior tendencies were assessed at 2 points in time, separated by 3 to 6 months. One sample consisted of 181 Japanese junior high students ranging in age from 12 to 15 years. A second Japanese sample consisted of 1050 students ranging in age from 13 to 18 years. The third sample consisted of 364 United States 3rd-, 4th-, and 5th-graders ranging in age from 9 to 12 years. RESULTS. Habitual violent video game play early in the school year predicted later aggression, even after controlling for gender and previous aggressiveness in each sample. Those who played a lot of violent video games became relatively more physically aggressive. Multisample structure equation modeling revealed that this longitudinal effect was of a similar magnitude in the United States and Japan for similar-aged youth and was smaller (but still significant) in the sample that included older youth. These longitudinal results confirm earlier experimental and cross-sectional studies that had suggested that playing violent video games is a significant risk factor for later physically aggressive behavior and that this violent video game effect on youth generalizes across very different cultures. As a whole, the research strongly suggests reducing the exposure of youth to this risk factor.

  14. Do aggressive people play violent computer games in a more aggressive way? Individual difference and idiosyncratic game-playing experience.

    PubMed

    Peng, Wei; Liu, Ming; Mou, Yi

    2008-04-01

    ABSTRACT This study investigates whether individual difference influences idiosyncratic experience of game playing. In particular, we examine the relationship between the game player's physical-aggressive personality and the aggressiveness of the player's game playing in violence-oriented video games. Screen video stream of 40 individual participants' game playing was captured and content analyzed. Participants' physical aggression was measured before the game play. The results suggest that people with more physical-aggressive personality engage in a more aggressive style of playing, after controlling the differences of gender and previous gaming experience. Implications of these findings and direction for future studies are discussed.

  15. Fair Play? Violence, Gender and Race in Video Games.

    ERIC Educational Resources Information Center

    Glaubke, Christina R.; Miller, Patti; Parker, McCrae A.; Espejo, Eileen

    Based on the view that the level of market penetration of video games combined with the high levels of realism portrayed in these games make it important to investigate the messages video games send children, this report details a study of the 10 top-selling video games for each of 6 game systems available in the United States and for personal…

  16. Gender stereotypes, aggression, and computer games: an online survey of women.

    PubMed

    Norris, Kamala O

    2004-12-01

    Computer games were conceptualized as a potential mode of entry into computer-related employment for women. Computer games contain increasing levels of realism and violence, as well as biased gender portrayals. It has been suggested that aggressive personality characteristics attract people to aggressive video games, and that more women do not play computer games because they are socialized to be non-aggressive. To explore gender identity and aggressive personality in the context of computers, an online survey was conducted on women who played computer games and women who used the computer but did not play computer games. Women who played computer games perceived their online environments as less friendly but experienced less sexual harassment online, were more aggressive themselves, and did not differ in gender identity, degree of sex role stereotyping, or acceptance of sexual violence when compared to women who used the computer but did not play video games. Finally, computer gaming was associated with decreased participation in computer-related employment; however, women with high masculine gender identities were more likely to use computers at work.

  17. Age and Gender Effects in Recent Violence Perpetration.

    PubMed

    Fahlgren, Martha K; Kleiman, Evan M; Puhalla, Alexander A; McCloskey, Michael S

    2017-05-01

    Although we know much about the effects of violence on victims, we know less about individuals who perpetrate violence. In the present study, we used a large, nationally representative sample of adults (National Comorbidity Study-Replication; n = 9,282) to examine demographics (i.e., age and gender) and social, occupational, and cognitive functioning among perpetrators of recent violence. We found that recent violence was more prevalent among younger individuals and males (i.e., these groups were more likely to engage in at least one act of violence). Among those who did engage in violence, there was no effect of age or gender on violence frequency (i.e., number of violent acts engaged in over the past year). Furthermore, gender moderated the effect of age on recent violence prevalence, but not violence frequency. Finally, those reporting violence over the past year showed greater impairment in all examined domains of functioning, but there was no association between impairment and frequency of violence. This study represents one of the first attempts to utilize 12-month prevalence data to explore the lifetime trajectory of violence among those who perpetrate it, which seems to peak in young adulthood and then decrease across the life span. Furthermore, although males are more likely to engage in violence than females, adults who engage in at least one act of violence demonstrate no difference in frequency of yearly violent acts, regardless of gender. Finally, it is apparent that merely engaging in any acts of violence over the past year is associated with functioning problems. Overall, most significant differences emerged between those who do and do not engage in violence, which is key for informing violence risk assessment and prevention.

  18. Effect of domestic violence training

    PubMed Central

    Zaher, Eman; Keogh, Kelly; Ratnapalan, Savithiri

    2014-01-01

    Abstract Objective To describe and evaluate the effectiveness of domestic violence education in improving physicians’ knowledge, recognition, and management of abused women. Data sources The Cochrane Database of Systematic Reviews, MEDLINE, PubMed, PsycINFO, ERIC, and EMBASE were searched for articles published between January 1, 2000, and November 1, 2012. This search was supplemented by manual searches for relevant articles using a combined text-word and MeSH-heading search strategy. Study selection Randomized controlled trials were selected that used educational interventions among physicians and provided data on the effects of the interventions. Synthesis Nine randomized controlled trials were included that described different educational approaches with various outcome measures. Three studies examined the effects of educational interventions among postgraduate trainee physicians and found an increase in knowledge but no change in behaviour with regard to identifying victims of domestic violence. Six studies examined educational interventions for practising physicians. Three of these studies used multifaceted physician training that combined education with system support interventions to change physician behaviour, such as increasing general awareness of domestic violence with brochures and posters, providing aids to remind physicians how to identify victims, facilitating physician access to victim support services, and providing audits and feedback. Multifaceted educational interventions included interactive workshops, Web-based learning, and experiential training. Another study used focus-group discussions and training, and showed improved domestic violence reporting among physicians. The remaining 2 studies showed improved perceptions of practising physicians’ self-efficacy using problem-based online learning. Conclusion It was difficult to determine the most effective educational strategy, as the educational interventions and the outcome measures varied

  19. Violent Video Games Recruit American Youth

    ERIC Educational Resources Information Center

    Lugo, William

    2006-01-01

    An expert on the sociology of video games highlights the power of this medium to popularize violence among children. But few are aware that some of the most technologically potent products are violent war games now being produced at taxpayer expense. These are provided free as a recruiting tool by the United States military. The author contends…

  20. The benefits of playing video games.

    PubMed

    Granic, Isabela; Lobel, Adam; Engels, Rutger C M E

    2014-01-01

    Video games are a ubiquitous part of almost all children's and adolescents' lives, with 97% playing for at least one hour per day in the United States. The vast majority of research by psychologists on the effects of "gaming" has been on its negative impact: the potential harm related to violence, addiction, and depression. We recognize the value of that research; however, we argue that a more balanced perspective is needed, one that considers not only the possible negative effects but also the benefits of playing these games. Considering these potential benefits is important, in part, because the nature of these games has changed dramatically in the last decade, becoming increasingly complex, diverse, realistic, and social in nature. A small but significant body of research has begun to emerge, mostly in the last five years, documenting these benefits. In this article, we summarize the research on the positive effects of playing video games, focusing on four main domains: cognitive, motivational, emotional, and social. By integrating insights from developmental, positive, and social psychology, as well as media psychology, we propose some candidate mechanisms by which playing video games may foster real-world psychosocial benefits. Our aim is to provide strong enough evidence and a theoretical rationale to inspire new programs of research on the largely unexplored mental health benefits of gaming. Finally, we end with a call to intervention researchers and practitioners to test the positive uses of video games, and we suggest several promising directions for doing so. PsycINFO Database Record (c) 2014 APA, all rights reserved.

  1. The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance.

    PubMed

    Gentile, Douglas A; Lynch, Paul J; Linder, Jennifer Ruh; Walsh, David A

    2004-02-01

    Video games have become one of the favorite activities of American children. A growing body of research is linking violent video game play to aggressive cognitions, attitudes, and behaviors. The first goal of this study was to document the video games habits of adolescents and the level of parental monitoring of adolescent video game use. The second goal was to examine associations among violent video game exposure, hostility, arguments with teachers, school grades, and physical fights. In addition, path analyses were conducted to test mediational pathways from video game habits to outcomes. Six hundred and seven 8th- and 9th-grade students from four schools participated. Adolescents who expose themselves to greater amounts of video game violence were more hostile, reported getting into arguments with teachers more frequently, were more likely to be involved in physical fights, and performed more poorly in school. Mediational pathways were found such that hostility mediated the relationship between violent video game exposure and outcomes. Results are interpreted within and support the framework of the General Aggression Model.

  2. Grand Theft Auto IV comes to Singapore: effects of repeated exposure to violent video games on aggression.

    PubMed

    Teng, Scott Kie Zin; Chong, Gabriel Yew Mun; Siew, Amy Sok Cheng; Skoric, Marko M

    2011-10-01

    Given the increasingly dominant role of video games in the mainstream entertainment industry, it is no surprise that the scholarly debate about their impact has been lively and well attended. Although >100 studies have been conducted to examine the impact of violent video games on aggression, no clear consensus has been reached, particularly in terms of their long-term impact on violent behavior and aggressive cognitions. This study employs a first-ever longitudinal laboratory-based experiment to examine longer-term effects of playing a violent video game. One hundred thirty-five participants were assigned either to the treatment condition where they played a violent video game in a controlled laboratory setting for a total of 12 hours or to the control group where they did not play a game. Participants in the treatment group played Grand Theft Auto IV over a period of 3 weeks and were compared with a control group on the posttest measures of trait aggression, attitudes toward violence, and empathy. The findings do not support the assertion that playing a violent video game for a period of 3 weeks increases aggression or reduces empathy, but they suggest a small increase in proviolence attitudes. The implications of the findings are discussed.

  3. Design Effectiveness Analysis of a Media Literacy Intervention to Reduce Violent Video Games Consumption Among Adolescents: The Relevance of Lifestyles Segmentation.

    PubMed

    Rivera, Reynaldo; Santos, David; Brändle, Gaspar; Cárdaba, Miguel Ángel M

    2016-04-01

    Exposure to media violence might have detrimental effects on psychological adjustment and is associated with aggression-related attitudes and behaviors. As a result, many media literacy programs were implemented to tackle that major public health issue. However, there is little evidence about their effectiveness. Evaluating design effectiveness, particularly regarding targeting process, would prevent adverse effects and improve the evaluation of evidence-based media literacy programs. The present research examined whether or not different relational lifestyles may explain the different effects of an antiviolence intervention program. Based on relational and lifestyles theory, the authors designed a randomized controlled trial and applied an analysis of variance 2 (treatment: experimental vs. control) × 4 (lifestyle classes emerged from data using latent class analysis: communicative vs. autonomous vs. meta-reflexive vs. fractured). Seven hundred and thirty-five Italian students distributed in 47 classes participated anonymously in the research (51.3% females). Participants completed a lifestyle questionnaire as well as their attitudes and behavioral intentions as the dependent measures. The results indicated that the program was effective in changing adolescents' attitudes toward violence. However, behavioral intentions toward consumption of violent video games were moderated by lifestyles. Those with communicative relational lifestyles showed fewer intentions to consume violent video games, while a boomerang effect was found among participants with problematic lifestyles. Adolescents' lifestyles played an important role in influencing the effectiveness of an intervention aimed at changing behavioral intentions toward the consumption of violent video games. For that reason, audience lifestyle segmentation analysis should be considered an essential technique for designing, evaluating, and improving media literacy programs. © The Author(s) 2016.

  4. The neural processing of voluntary completed, real and virtual violent and nonviolent computer game scenarios displaying predefined actions in gamers and nongamers.

    PubMed

    Regenbogen, Christina; Herrmann, Manfred; Fehr, Thorsten

    2010-01-01

    Studies investigating the effects of violent computer and video game playing have resulted in heterogeneous outcomes. It has been assumed that there is a decreased ability to differentiate between virtuality and reality in people that play these games intensively. FMRI data of a group of young males with (gamers) and without (controls) a history of long-term violent computer game playing experience were obtained during the presentation of computer game and realistic video sequences. In gamers the processing of real violence in contrast to nonviolence produced activation clusters in right inferior frontal, left lingual and superior temporal brain regions. Virtual violence activated a network comprising bilateral inferior frontal, occipital, postcentral, right middle temporal, and left fusiform regions. Control participants showed extended left frontal, insula and superior frontal activations during the processing of real, and posterior activations during the processing of virtual violent scenarios. The data suggest that the ability to differentiate automatically between real and virtual violence has not been diminished by a long-term history of violent video game play, nor have gamers' neural responses to real violence in particular been subject to desensitization processes. However, analyses of individual data indicated that group-related analyses reflect only a small part of actual individual different neural network involvement, suggesting that the consideration of individual learning history is sufficient for the present discussion.

  5. For Video Games, Bad News Is Good News: News Reporting of Violent Video Game Studies.

    PubMed

    Copenhaver, Allen; Mitrofan, Oana; Ferguson, Christopher J

    2017-12-01

    News coverage of video game violence studies has been critiqued for focusing mainly on studies supporting negative effects and failing to report studies that did not find evidence for such effects. These concerns were tested in a sample of 68 published studies using child and adolescent samples. Contrary to our hypotheses, study effect size was not a predictor of either newspaper coverage or publication in journals with a high-impact factor. However, a relationship between poorer study quality and newspaper coverage approached significance. High-impact journals were not found to publish studies with higher quality. Poorer quality studies, which tended to highlight negative findings, also received more citations in scholarly sources. Our findings suggest that negative effects of violent video games exposure in children and adolescents, rather than large effect size or high methodological quality, increase the likelihood of a study being cited in other academic publications and subsequently receiving news media coverage.

  6. Prospective Investigation of Video Game Use in Children and Subsequent Conduct Disorder and Depression Using Data from the Avon Longitudinal Study of Parents and Children.

    PubMed

    Etchells, Peter J; Gage, Suzanne H; Rutherford, Adam D; Munafò, Marcus R

    2016-01-01

    There is increasing public and scientific concern regarding the long-term behavioural effects of video game use in children, but currently little consensus as to the nature of any such relationships. We investigated the relationship between video game use in children, degree of violence in games, and measures of depression and a 6-level banded measure of conduct disorder. Data from the Avon Longitudinal Study of Parents and Children were used. A 3-level measure of game use at age 8/9 years was developed, taking into account degree of violence based on game genre. Associations with conduct disorder and depression, measured at age 15, were investigated using ordinal logistic regression, adjusted for a number of potential confounders. Shoot-em-up games were associated with conduct disorder bands, and with a binary measure of conduct disorder, although the strength of evidence for these associations was weak. A sensitivity analysis comparing those who play competitive games to those who play shoot-em-ups found weak evidence supporting the hypothesis that it is violence rather than competitiveness that is associated with conduct disorder. However this analysis was underpowered, and we cannot rule out the possibility that increasing levels of competition in games may be just as likely to account for the observed associations as violent content. Overall game exposure as indicated by number of games in a household was not related to conduct disorder, nor was any association found between shoot-em-up video game use and depression.

  7. Violent video game players and non-players differ on facial emotion recognition.

    PubMed

    Diaz, Ruth L; Wong, Ulric; Hodgins, David C; Chiu, Carina G; Goghari, Vina M

    2016-01-01

    Violent video game playing has been associated with both positive and negative effects on cognition. We examined whether playing two or more hours of violent video games a day, compared to not playing video games, was associated with a different pattern of recognition of five facial emotions, while controlling for general perceptual and cognitive differences that might also occur. Undergraduate students were categorized as violent video game players (n = 83) or non-gamers (n = 69) and completed a facial recognition task, consisting of an emotion recognition condition and a control condition of gender recognition. Additionally, participants completed questionnaires assessing their video game and media consumption, aggression, and mood. Violent video game players recognized fearful faces both more accurately and quickly and disgusted faces less accurately than non-gamers. Desensitization to violence, constant exposure to fear and anxiety during game playing, and the habituation to unpleasant stimuli, are possible mechanisms that could explain these results. Future research should evaluate the effects of violent video game playing on emotion processing and social cognition more broadly. © 2015 Wiley Periodicals, Inc.

  8. Digital Game Playing and Direct and Indirect Aggression in Early Adolescence: The Roles of Age, Social Intelligence, and Parent-Child Communication.

    PubMed

    Wallenius, Marjut; Punamäki, Raija-Leena; Rimpelä, Arja

    2007-04-01

    The roles of age, social intelligence and parent-child communication in moderating the association between digital game playing and direct and indirect aggression were examined in 478 Finnish 10- and 13-year-old schoolchildren based on self-reports. The results confirmed that digital game violence was directly associated with direct aggression, especially at age 10, but only among boys. The moderating role of social intelligence was substantiated among older boys: game violence was associated with indirect aggression among those with high level of social intelligence. Further, as hypothesized, digital game playing was associated with direct aggression especially when parent-child communication was poor, but only among boys. Our findings emphasize the importance of individual and situational factors as moderators of the link between game violence and aggression.

  9. Violence and Cardiovascular Health

    PubMed Central

    Suglia, Shakira F.; Sapra, Katherine J.; Koenen, Karestan C.

    2014-01-01

    Context Violence, experienced in either childhood or adulthood, has been associated with physical health outcomes including cardiovascular disease. However, the consistency of the existing literature has not been evaluated. Evidence acquisition In 2013, the authors conducted a PubMed and Web of Science review of peer reviewed articles published prior to August 2013 on the relation between violence exposure, experienced in either childhood or adulthood, and cardiovascular outcomes. To meet inclusion criteria, articles had to present estimates for the relation between violence exposure and cardiovascular outcomes (hypertension, blood pressure, stroke, coronary disease, or myocardial infarction) adjusted for demographic factors. Articles focusing on violence from TV, video games, natural disasters, terrorism, or war were excluded. Evidence synthesis The initial search yielded 2,273 articles; after removing duplicates and applying inclusion and exclusion criteria, 30 articles were selected for review. A consistent positive relation was noted on the association between violence experienced during childhood and cardiovascular outcomes in adulthood (i.e., hypertension, coronary heart disease, and myocardial infarction). Associations across genders with varying types of violence exposure were also noted. By contrast, findings were mixed on the relation between adult violence exposure and cardiovascular outcome. Conclusions Despite varying definitions of violence exposure and cardiovascular endpoints, a consistent relation exists between childhood violence exposure, largely assessed retrospectively, and cardiovascular endpoints. Findings are mixed for the adult violence–cardiovascular health relation. The cross-sectional nature of most adult studies and the reliance of self-reported outcomes can potentially be attributed to the lack of findings among adult violence exposure studies. PMID:25599905

  10. Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: a meta-analytic review of the scientific literature.

    PubMed

    Anderson, C A; Bushman, B J

    2001-09-01

    Research on exposure to television and movie violence suggests that playing violent video games will increase aggressive behavior. A metaanalytic review of the video-game research literature reveals that violent video games increase aggressive behavior in children and young adults. Experimental and nonexperimental studies with males and females in laboratory and field settings support this conclusion. Analyses also reveal that exposure to violent video games increases physiological arousal and aggression-related thoughts and feelings. Playing violent video games also decreases prosocial behavior.

  11. Prospective Investigation of Video Game Use in Children and Subsequent Conduct Disorder and Depression Using Data from the Avon Longitudinal Study of Parents and Children

    PubMed Central

    Rutherford, Adam D.; Munafò, Marcus R.

    2016-01-01

    There is increasing public and scientific concern regarding the long-term behavioural effects of video game use in children, but currently little consensus as to the nature of any such relationships. We investigated the relationship between video game use in children, degree of violence in games, and measures of depression and a 6-level banded measure of conduct disorder. Data from the Avon Longitudinal Study of Parents and Children were used. A 3-level measure of game use at age 8/9 years was developed, taking into account degree of violence based on game genre. Associations with conduct disorder and depression, measured at age 15, were investigated using ordinal logistic regression, adjusted for a number of potential confounders. Shoot-em-up games were associated with conduct disorder bands, and with a binary measure of conduct disorder, although the strength of evidence for these associations was weak. A sensitivity analysis comparing those who play competitive games to those who play shoot-em-ups found weak evidence supporting the hypothesis that it is violence rather than competitiveness that is associated with conduct disorder. However this analysis was underpowered, and we cannot rule out the possibility that increasing levels of competition in games may be just as likely to account for the observed associations as violent content. Overall game exposure as indicated by number of games in a household was not related to conduct disorder, nor was any association found between shoot-em-up video game use and depression. PMID:26820149

  12. The Relationship of Computer Games and Reported Anger in Young People

    ERIC Educational Resources Information Center

    Demirok, Mukaddes; Ozdamli, Fezile; Hursen, Cigdem; Ozcinar, Zehra; Kutguner, Muge; Uzunboylu, Huseyin

    2012-01-01

    Playing computer games is a routine activity for most young people today. The aim of this study was to examine the relationship of time spent playing computer games, the violence of the game, and self-reported anger of students in North Cyprus. Four hundred participants between the ages of 15-18 completed the State-Trait Anger and the Anger…

  13. The racing-game effect: why do video racing games increase risk-taking inclinations?

    PubMed

    Fischer, Peter; Greitemeyer, Tobias; Morton, Thomas; Kastenmüller, Andreas; Postmes, Tom; Frey, Dieter; Kubitzki, Jörg; Odenwälder, Jörg

    2009-10-01

    The present studies investigated why video racing games increase players' risk-taking inclinations. Four studies reveal that playing video racing games increases risk taking in a subsequent simulated road traffic situation, as well as risk-promoting cognitions and emotions, blood pressure, sensation seeking, and attitudes toward reckless driving. Study 1 ruled out the role of experimental demand in creating such effects. Studies 2 and 3 showed that the effect of playing video racing games on risk taking was partially mediated by changes in self-perceptions as a reckless driver. These effects were evident only when the individual played racing games that reward traffic violations rather than racing games that do not reward traffic violations (Study 3) and when the individual was an active player of such games rather than a passive observer (Study 4). In sum, the results underline the potential negative impact of racing games on traffic safety.

  14. Toward brain correlates of natural behavior: fMRI during violent video games.

    PubMed

    Mathiak, Klaus; Weber, René

    2006-12-01

    Modern video games represent highly advanced virtual reality simulations and often contain virtual violence. In a significant amount of young males, playing video games is a quotidian activity, making it an almost natural behavior. Recordings of brain activation with functional magnetic resonance imaging (fMRI) during gameplay may reflect neuronal correlates of real-life behavior. We recorded 13 experienced gamers (18-26 years; average 14 hrs/week playing) while playing a violent first-person shooter game (a violent computer game played in self-perspective) by means of distortion and dephasing reduced fMRI (3 T; single-shot triple-echo echo-planar imaging [EPI]). Content analysis of the video and sound with 100 ms time resolution achieved relevant behavioral variables. These variables explained significant signal variance across large distributed networks. Occurrence of violent scenes revealed significant neuronal correlates in an event-related design. Activation of dorsal and deactivation of rostral anterior cingulate and amygdala characterized the mid-frontal pattern related to virtual violence. Statistics and effect sizes can be considered large at these areas. Optimized imaging strategies allowed for single-subject and for single-trial analysis with good image quality at basal brain structures. We propose that virtual environments can be used to study neuronal processes involved in semi-naturalistic behavior as determined by content analysis. Importantly, the activation pattern reflects brain-environment interactions rather than stimulus responses as observed in classical experimental designs. We relate our findings to the general discussion on social effects of playing first-person shooter games. (c) 2006 Wiley-Liss, Inc.

  15. School Students and Computer Games with Screen Violence

    ERIC Educational Resources Information Center

    Fedorov, A. V.

    2005-01-01

    In this article, the author states how these days, school students from low-income strata of the population in Russia spend hours sitting in computer rooms and Internet clubs, where, for a relatively small fee, they can play interactive video games. And to determine what games they prefer the author conducted a content analysis of eighty-seven…

  16. Much Ado about Nothing: The Misestimation and Overinterpretation of Violent Video Game Effects in Eastern and Western Nations--Comment on Anderson et al. (2010)

    ERIC Educational Resources Information Center

    Ferguson, Christopher J.; Kilburn, John

    2010-01-01

    The issue of violent video game influences on youth violence and aggression remains intensely debated in the scholarly literature and among the general public. Several recent meta-analyses, examining outcome measures most closely related to serious aggressive acts, found little evidence for a relationship between violent video games and aggression…

  17. Brief use of a specific gun in a violent game does not affect attitudes towards that gun

    PubMed Central

    Engelhardt, Christopher R.; Bartholow, Bruce D.

    2016-01-01

    Although much attention has been paid to the question of whether violent video games increase aggressive behaviour, little attention has been paid to how such games might encourage antecedents of gun violence. In this study, we examined how product placement, the attractive in-game presentation of certain real-world firearm brands, might encourage gun ownership, a necessary antecedent of gun violence. We sought to study how the virtual portrayal of a real-world firearm (the Bushmaster AR-15) could influence players' attitudes towards the AR-15 specifically and gun ownership in general. College undergraduates (N = 176) played one of four modified video games in a 2 (gun: AR-15 or science-fiction control) × 2 (gun power: strong or weak) between-subjects design. Despite collecting many outcomes and examining many potential covariates and moderators, experimental assignment did little to influence outcomes of product evaluations or purchasing intentions with regard to the AR-15. Attitudes towards public policy and estimation of gun safety were also not influenced by experimental condition, although these might have been better tested by comparison against a no-violence control condition. By contrast, gender and political party had dramatic associations with all outcomes. We conclude that, if product placement shapes attitudes towards firearms, such effects will need to be studied with stronger manipulations or more sensitive measures. PMID:28018611

  18. Brief use of a specific gun in a violent game does not affect attitudes towards that gun.

    PubMed

    Hilgard, Joseph; Engelhardt, Christopher R; Bartholow, Bruce D

    2016-11-01

    Although much attention has been paid to the question of whether violent video games increase aggressive behaviour, little attention has been paid to how such games might encourage antecedents of gun violence. In this study, we examined how product placement, the attractive in-game presentation of certain real-world firearm brands, might encourage gun ownership, a necessary antecedent of gun violence. We sought to study how the virtual portrayal of a real-world firearm (the Bushmaster AR-15) could influence players' attitudes towards the AR-15 specifically and gun ownership in general. College undergraduates ( N  = 176) played one of four modified video games in a 2 (gun: AR-15 or science-fiction control) × 2 (gun power: strong or weak) between-subjects design. Despite collecting many outcomes and examining many potential covariates and moderators, experimental assignment did little to influence outcomes of product evaluations or purchasing intentions with regard to the AR-15. Attitudes towards public policy and estimation of gun safety were also not influenced by experimental condition, although these might have been better tested by comparison against a no-violence control condition. By contrast, gender and political party had dramatic associations with all outcomes. We conclude that, if product placement shapes attitudes towards firearms, such effects will need to be studied with stronger manipulations or more sensitive measures.

  19. Video Games Related to Young Adults: Mapping Research Interest

    ERIC Educational Resources Information Center

    Piotrowski, Chris

    2015-01-01

    This study attempts to identify the typological-research domain of the extant literature on video games related to college-age samples (18-29 years-of-age). A content analysis of 264 articles, from PsycINFO for these identifiers, was performed. Findings showed that negative or pathological aspects of video gaming, i.e., violence potential,…

  20. The Differential Effects of Intimate Terrorism and Situational Couple Violence: Findings from the National Violence Against Women Survey

    ERIC Educational Resources Information Center

    Johnson, Michael P.; Leone, Janel M.

    2005-01-01

    Data from the National Violence Against Women Survey show that the two major forms of husband violence toward their wives (intimate terrorism and situational couple violence) have different effects on their victims. Victims of intimate terrorism are attacked more frequently and experience violence that is less likely to stop. They are more likely…

  1. School violence: an insider view.

    PubMed

    Johnson, Shelley A; Fisher, Kathleen

    2003-01-01

    To discover what teachers perceive to be contributing factors to violence in schools. Open-ended questions were asked of a convenience sample of teachers ( = 396) during an in-service education program on school violence. The teachers were in a semi-rural school district in a Mid-Atlantic state. Answers were analyzed using content analysis; all responses were reviewed and important themes were extracted. Identified themes were then placed into suitable categories and studied to determine relationships. Of the surveys analyzed ( = 239), 13 themes were identified. The three categories which then identified probable causes of school violence were (1) lack of knowledge, (2) lack of support, and (3) inadequate safety measures. Nurses can use the results of this study in multiple ways. One is to help parents understand their role in preventing school violence. Because violence in the home and violence in the media seem to foster violent acting-out behavior, nurses can teach parents about these correlations and seek solutions such as the elimination of family violence, and monitoring television viewing and video games. Nursing assessments of school-aged children and their families can include these elements. School nurses in particular can use these study results as an opportunity to develop interventions for students, teachers, and families that stress knowledge building about impulse control, anger management, appropriate parenting, and early intervention for at-risk children.

  2. Do violent video games impair the effectiveness of in-game advertisements? The impact of gaming environment on brand recall, brand attitude, and purchase intention.

    PubMed

    Yoo, Seung-Chul; Peña, Jorge

    2011-01-01

    The present study examined whether a violent video game impairs the effectiveness of in-game advertisements compared to a nonviolent video game. Participants recalled and evaluated in-game ads after navigating identical violent or nonviolent game scenarios. Participants' brand recall, recognition, and attitudes were comparatively lower after navigating the violent video game. Also, females in the violent game condition reported lower brand attitudes in comparison to males in the violent game condition, thus suggesting that the effects of gaming environment interacts with participants' gender. The findings supported the predictions of the limited capacity model of attention and cognitive priming effects. The results also extend previous studies on how violent media impair advertising effectiveness and provide practical implications for researchers and practitioners.

  3. Effects of Violence Prevention Behavior on Exposure to Workplace Violence and Threats: A Follow-Up Study.

    PubMed

    Gadegaard, Charlotte Ann; Andersen, Lars Peter; Hogh, Annie

    2018-04-01

    This longitudinal study investigates the relationship between prevention behaviors, that is, enacted violence prevention policies, and exposure to workplace violence and threats across four different high risk work sectors: psychiatry, special schools, eldercare, and the prison and probation services. Logistic regression analysis of a 1-year follow-up sample of 3.016 employees from these four sectors shows that prevention behaviors are significantly and negatively associated with self-reported exposure to workplace violence and threats-in the prison and probation services, eldercare, and in psychiatry, while no significant associations are found for special schools. The results therefore show clear sector differences with regard to the preventive effect of violence prevention behaviors. Furthermore, this multisector comparison suggests that prevention behaviors are more effective in relation to a moderate frequency of violence and threats, and that only top management prevention behavior can prevent very frequent incidents (odds ratio [ OR] = 0.58). This study contributes to the literature by use of a longitudinal design and acceptable response rates, while also simultaneously investigating several high risk sectors. The results imply that when managing workplace violence in high risk areas of human service work, there should be emphasis on the use of violence prevention behaviors from top management, supervisor, and among coworkers. However, type of sector and the frequency of workplace violence should be analyzed to evaluate the potential impact of prevention behaviors.

  4. Effects of Childhood Experience of Violence Between Parents and/or Parent-to-Child Violence on Young Israeli Adults' Global Self-Esteem.

    PubMed

    Winstok, Zeev

    2015-01-01

    The study examines long-term effects of family violence in childhood (violence between parents and/or parent-to-child violence) on adult self-esteem. Data were derived from a sample of 352 university students. Findings show that young adults not exposed to family violence in childhood report the highest self-esteem; lower self-esteem reports were by those experiencing one type of family violence; the lowest self-esteem was reported by those who experienced two types of family violence. In the latter two groups, self-esteem was also affected by frequency of violence. A linkage was identified between the family violence types examined: The more frequent one type of violence, the more frequent the other type. Theoretical and practical implications for the study of effects of family violence on child development are discussed.

  5. Sport Education as a Curriculum Approach to Student Learning of Invasion Games: Effects on Game Performance and Game Involvement

    PubMed Central

    Farias, Cláudio; Valério, Carla; Mesquita, Isabel

    2018-01-01

    the game forms played by students either inhibited or enabled their game-play development. Key points The effect of time fostered by the extended participation of students in consecutive seasons of the model was paramount to promote effective gains in Game Performance and Game Involvement. Specific modifications imposed on the game, such as asymmetric attack-defense game configurations had a positive effect on the development of the learning outcomes. The persistent membership that was extended across sequential units of invasion games helped players build more sophisticated game-play routines and problem-solving. PMID:29535578

  6. RCT Testing Bystander Effectiveness to Reduce Violence.

    PubMed

    Coker, Ann L; Bush, Heather M; Cook-Craig, Patricia G; DeGue, Sarah A; Clear, Emily R; Brancato, Candace J; Fisher, Bonnie S; Recktenwald, Eileen A

    2017-05-01

    Bystander-based programs have shown promise to reduce interpersonal violence at colleges, yet limited rigorous evaluations have addressed bystander intervention effectiveness in high schools. This study evaluated the Green Dot bystander intervention to reduce sexual violence and related forms of interpersonal violence in 26 high schools over 5 years. A cluster RCT was conducted. Kentucky high schools were randomized to intervention or control (wait list) conditions. Green Dot-trained educators conducted schoolwide presentations and recruited student popular opinion leaders to receive bystander training in intervention schools beginning in Year 1. The primary outcome was sexual violence perpetration, and related forms of interpersonal violence victimization and perpetration were also measured using anonymous student surveys collected at baseline and annually from 2010 to 2014. Because the school was the unit of analysis, violence measures were aggregated by school and year and school-level counts were provided. A total of 89,707 students completed surveys. The primary, as randomized, analyses conducted in 2014-2016 included linear mixed models and generalized estimating equations to examine the condition-time interaction on violence outcomes. Slopes of school-level totals of sexual violence perpetration (condition-time, p<0.001) and victimization (condition-time, p<0.001) were different over time. During Years 3-4, when Green Dot was fully implemented, the mean number of sexual violent events prevented by the intervention was 120 in Intervention Year 3 and 88 in Year 4. For Year 3, prevalence rate ratios for sexual violence perpetration in the intervention relative to control schools were 0.83 (95% CI=0.70, 0.99) in Year 3 and 0.79 (95% CI=0.67, 0.94) in Year 4. Similar patterns were observed for sexual violence victimization, sexual harassment, stalking, and dating violence perpetration and victimization. Implementation of Green Dot in Kentucky high schools

  7. RCT Testing Bystander Effectiveness to Reduce Violence

    PubMed Central

    Coker, Ann L.; Bush, Heather M.; Cook-Craig, Patricia G.; DeGue, Sarah A.; Clear, Emily R.; Brancato, Candace J.; Fisher, Bonnie S.; Recktenwald, Eileen A.

    2017-01-01

    Introduction Bystander-based programs have shown promise to reduce interpersonal violence at colleges, yet limited rigorous evaluations have addressed bystander intervention effectiveness in high schools. This study evaluated the Green Dot bystander intervention to reduce sexual violence and related forms of interpersonal violence in 26 high schools over 5 years. Design A cluster RCT was conducted. Setting/participants Kentucky high schools were randomized to intervention or control (wait list) conditions. Intervention Green Dot–trained educators conducted schoolwide presentations and recruited student popular opinion leaders to receive bystander training in intervention schools beginning in Year 1. Main outcome measures The primary outcome was sexual violence perpetration, and related forms of interpersonal violence victimization and perpetration were also measured using anonymous student surveys collected at baseline and annually from 2010 to 2014. Because the school was the unit of analysis, violence measures were aggregated by school and year and school-level counts were provided. Results A total of 89,707 students completed surveys. The primary, as randomized, analyses conducted in 2014–2016 included linear mixed models and generalized estimating equations to examine the condition–time interaction on violence outcomes. Slopes of school-level totals of sexual violence perpetration (condition–time, p<0.001) and victimization (condition time, p<0.001) were different over time. During Years 3–4, when Green Dot was fully implemented, the mean number of sexual violent events prevented by the intervention was 120 in Intervention Year 3 and 88 in Year 4. For Year 3, prevalence rate ratios for sexual violence perpetration in the intervention relative to control schools were 0.83 (95% CI=0.70, 0.99) in Year 3 and 0.79 (95% CI=0.67, 0.94) in Year 4. Similar patterns were observed for sexual violence victimization, sexual harassment, stalking, and dating

  8. Associations between Violent Video Gaming, Empathic Concern, and Prosocial Behavior toward Strangers, Friends, and Family Members

    ERIC Educational Resources Information Center

    Fraser, Ashley M.; Padilla-Walker, Laura M.; Coyne, Sarah M.; Nelson, Larry J.; Stockdale, Laura A.

    2012-01-01

    Exposure to media violence, including violent video gaming, can have a cognitive desensitization effect, lowering empathic concern for others in need. Since emerging adulthood offers increased opportunities to volunteer, strengthen relationships, and initiate new relationships, decreases in empathic concern and prosocial behavior may prove…

  9. Media violence.

    PubMed

    Cantor, J

    2000-08-01

    Research on the effects of media violence is not well understood by the general public. Despite this fact, there is an overwhelming consensus in the scientific literature about the unhealthy effects of media violence. Meta-analyses show that media-violence viewing consistently is associated with higher levels of antisocial behavior, ranging from the trivial (imitative violence directed against toys) to the serious (criminal violence), with many consequential outcomes in between (acceptance of violence as a solution to problems, increased feelings of hostility, and the apparent delivery of painful stimulation to another person). Desensitization is another well-documented effect of viewing violence, which is observable in reduced arousal and emotional disturbance while witnessing violence, the reduced tendency to intervene in a fight, and less sympathy for the victims of violence. Although there is evidence that youth who are already violent are more likely to seek out violent entertainment, there is strong evidence that the relationship between violence viewing and antisocial behavior is bidirectional. There is growing evidence that media violence also engenders intense fear in children which often lasts days, months, and even years. The media's potential role in solutions to these problems is only beginning to be explored, in investigations examining the uses and effects of movie ratings, television ratings, and the V-chip, and the effects of media literacy programs and public education efforts. Future research should explore important individual differences in responses to media violence and effective ways to intervene in the negative effects.

  10. Longitudinal Effects of Domestic Violence on Employment and Welfare Outcomes

    ERIC Educational Resources Information Center

    Lindhorst, Taryn; Oxford, Monica; Gillmore, Mary Rogers

    2007-01-01

    This study uses longitudinal data spanning 13 years from a study of 234 adolescent mothers to evaluate the effects of cumulative domestic violence on employment and welfare use before and after welfare reform. Domestic violence increased the odds of unemployment after welfare reform, but not before; domestic violence had no effect on welfare use…

  11. Effects of prosocial video games on prosocial behavior.

    PubMed

    Greitemeyer, Tobias; Osswald, Silvia

    2010-02-01

    Previous research has documented that playing violent video games has various negative effects on social behavior in that it causes an increase in aggressive behavior and a decrease in prosocial behavior. In contrast, there has been much less evidence on the effects of prosocial video games. In the present research, 4 experiments examined the hypothesis that playing a prosocial (relative to a neutral) video game increases helping behavior. In fact, participants who had played a prosocial video game were more likely to help after a mishap, were more willing (and devoted more time) to assist in further experiments, and intervened more often in a harassment situation. Results further showed that exposure to prosocial video games activated the accessibility of prosocial thoughts, which in turn promoted prosocial behavior. Thus, depending on the content of the video game, playing video games not only has negative effects on social behavior but has positive effects as well. Copyright 2009 APA, all rights reserved

  12. The Mediating Effect of Gaming Motivation Between Psychiatric Symptoms and Problematic Online Gaming: An Online Survey

    PubMed Central

    Király, Orsolya; Urbán, Róbert; Griffiths, Mark D; Ágoston, Csilla; Nagygyörgy, Katalin; Kökönyei, Gyöngyi

    2015-01-01

    Background The rapid expansion of online video gaming as a leisure time activity has led to the appearance of problematic online gaming (POG). According to the literature, POG is associated with different psychiatric symptoms (eg, depression, anxiety) and with specific gaming motives (ie, escape, achievement). Based on studies of alcohol use that suggest a mediator role of drinking motives between distal influences (eg, trauma symptoms) and drinking problems, this study examined the assumption that there is an indirect link between psychiatric distress and POG via the mediation of gaming motives. Furthermore, it was also assumed that there was a moderator effect of gender and game type preference based on the important role gender plays in POG and the structural differences between different game types. Objective This study had two aims. The first aim was to test the mediating role of online gaming motives between psychiatric symptoms and problematic use of online games. The second aim was to test the moderator effect of gender and game type preference in this mediation model. Methods An online survey was conducted on a sample of online gamers (N=3186; age: mean 21.1, SD 5.9 years; male: 2859/3186, 89.74%). The Brief Symptom Inventory (BSI), the Motives for Online Gaming Questionnaire (MOGQ), and the Problematic Online Gaming Questionnaire (POGQ) were administered to assess general psychiatric distress, online gaming motives, and problematic online game use, respectively. Structural regression analyses within structural equation modeling were used to test the proposed mediation models and multigroup analyses were used to test gender and game type differences to determine possible moderating effects. Results The mediation models fitted the data adequately. The Global Severity Index (GSI) of the BSI indicated that the level of psychiatric distress had a significant positive direct effect (standardized effect=.35, P<.001) and a significant indirect (mediating) effect

  13. The mediating effect of gaming motivation between psychiatric symptoms and problematic online gaming: an online survey.

    PubMed

    Király, Orsolya; Urbán, Róbert; Griffiths, Mark D; Ágoston, Csilla; Nagygyörgy, Katalin; Kökönyei, Gyöngyi; Demetrovics, Zsolt

    2015-04-07

    The rapid expansion of online video gaming as a leisure time activity has led to the appearance of problematic online gaming (POG). According to the literature, POG is associated with different psychiatric symptoms (eg, depression, anxiety) and with specific gaming motives (ie, escape, achievement). Based on studies of alcohol use that suggest a mediator role of drinking motives between distal influences (eg, trauma symptoms) and drinking problems, this study examined the assumption that there is an indirect link between psychiatric distress and POG via the mediation of gaming motives. Furthermore, it was also assumed that there was a moderator effect of gender and game type preference based on the important role gender plays in POG and the structural differences between different game types. This study had two aims. The first aim was to test the mediating role of online gaming motives between psychiatric symptoms and problematic use of online games. The second aim was to test the moderator effect of gender and game type preference in this mediation model. An online survey was conducted on a sample of online gamers (N=3186; age: mean 21.1, SD 5.9 years; male: 2859/3186, 89.74%). The Brief Symptom Inventory (BSI), the Motives for Online Gaming Questionnaire (MOGQ), and the Problematic Online Gaming Questionnaire (POGQ) were administered to assess general psychiatric distress, online gaming motives, and problematic online game use, respectively. Structural regression analyses within structural equation modeling were used to test the proposed mediation models and multigroup analyses were used to test gender and game type differences to determine possible moderating effects. The mediation models fitted the data adequately. The Global Severity Index (GSI) of the BSI indicated that the level of psychiatric distress had a significant positive direct effect (standardized effect=.35, P<.001) and a significant indirect (mediating) effect on POG (standardized effect=.194, P

  14. The Link Between Community-Based Violence and Intimate Partner Violence: the Effect of Crime and Male Aggression on Intimate Partner Violence Against Women.

    PubMed

    Kiss, Ligia; Schraiber, Lilia Blima; Hossain, Mazeda; Watts, Charlotte; Zimmerman, Cathy

    2015-08-01

    Both intimate partner violence (IPV) and community violence are prevalent globally, and each is associated with serious health consequences. However, little is known about their potential links or the possible benefits of coordinated prevention strategies. Using aggregated data on community violence from the São Paulo State Security Department (INFOCRIM) merged with WHO multi-country study on women's health and domestic violence data, random intercept models were created to assess the effect of crime on women's probability of experiencing IPV. The association between IPV and male aggression (measured by women's reports of their partner's fights with other men) was examined using logistic regression models. We found little variation in the likelihood of male IPV perpetration related to neighborhood crime level but did find an increased likelihood of IPV experiences among women whose partners were involved in male-to-male violence. Emerging evidence on violence prevention has suggested some promising avenues for primary prevention that address common risk factors for both perpetration of IPV and male interpersonal violence. Strategies such as early identification and effective treatment of emotional disorders, alcohol abuse prevention and treatment, complex community-based interventions to change gender social norms and social marketing campaigns designed to modify social and cultural norms that support violence may work to prevent simultaneously male-on-male aggression and IPV. Future evaluations of these prevention strategies should simultaneously assess the impact of interventions on IPV and male interpersonal aggression.

  15. Video Game Violence and the Female Game Player: Self- and Opponent Gender Effects on Presence and Aggressive Thoughts

    ERIC Educational Resources Information Center

    Eastin, Matthew S.

    2006-01-01

    Adding depth and breadth to the general aggression model, this paper presents three experiments that test the relationships among user and opponent gender representation, opponent type, presence, and aggressive thoughts from violent video game play. Studies 1 and 2 suggest that females experience greater presence and more aggressive thoughts from…

  16. Pokémon Go and augmented virtual reality games: a cautionary commentary for parents and pediatricians.

    PubMed

    Serino, Maeve; Cordrey, Kyla; McLaughlin, Laura; Milanaik, Ruth L

    2016-10-01

    The recent release of Pokémon Go has ushered in a new set of challenges for parents and pediatricians, highlighting the importance of parents setting guidelines for video game use with their children. Within 1 week of its launch, the game attracted over 65 million users, many of whom are young children. Despite the potential benefits of the game described in our article, this location-based game format poses specific threats to the safety and physical wellbeing of children. Reports have discussed both the benefits and adverse effects of this extremely popular video game. Benefits include increased exercise, socialization, and outdoor activity. Negative effects include increased risk of injury, abduction, trespassing, violence, and cost. Pediatricians play a key role in counseling parents and children about safety precautions and setting appropriate limits for impressionable youth. Parents and pediatricians should be aware of this new and remarkably popular game that appeals to a wide variety of individuals. To protect children from injury, predators, and inappropriate situations, parents and pediatricians must regulate children's participation in this game and maintain vigilance for potentially dangerous circumstances.

  17. Affect and the computer game player: the effect of gender, personality, and game reinforcement structure on affective responses to computer game-play.

    PubMed

    Chumbley, Justin; Griffiths, Mark

    2006-06-01

    Previous research on computer games has tended to concentrate on their more negative effects (e.g., addiction, increased aggression). This study departs from the traditional clinical and social learning explanations for these behavioral phenomena and examines the effect of personality, in-game reinforcement characteristics, gender, and skill on the emotional state of the game-player. Results demonstrated that in-game reinforcement characteristics and skill significantly effect a number of affective measures (most notably excitement and frustration). The implications of the impact of game-play on affect are discussed with reference to the concepts of "addiction" and "aggression."

  18. Association of video gaming with some risky behaviors of secondary school adolescents in Abha, Southwestern Saudi Arabia.

    PubMed

    Awadalla, Nabil; Hadram, Muath; Alshahrani, Ali; Hadram, Yahya

    2017-03-01

    The aim of this study was to describe the patterns of video gaming among secondary school adolescents and to investigate their association with some risky behaviors. A cross-sectional study was carried out on 336 students randomly selected from secondary schools in Abha City, Saudi Arabia, during the academic year 2015-2016. A predesigned self-report questionnaire was used to assess students' sociodemographic data, pattern, motivators and drawbacks of video gaming, previous academic year grades, history of violent acts, road traffic accidents (RTA), and traffic rules violations. Weight and height were measured for every participant and the BMI was calculated. About 80% of students played video games and 76% owned a video game machine. The median onset of video gaming was 10 years. The most important motivator for video gaming was 'give a chance for fun and excitement' (93.7%), followed by 'give a chance to get rid of the boredom and leisure' (92.3%). The most frequently reported social drawbacks were interfering with sleep time (69%), physical activity (64%), and meal time (59%). BMI was not significantly associated with the pattern of video game playing (P>0.05). Academic performance was significantly lower among students who used to game in cybercafes (P=0.001). Prevalence of tobacco smoking and some risky behaviors such as traffic rule violations, significant RTA, and violence were encountered more significantly among those preferring race and drift games (P<0.05) and used to game in cybercafes (P<0.05). Video gaming among secondary school students in Abha, Saudi Arabia, is relatively high. Some risky behaviors such as smoking, violence, significant RTA, and violation of traffic rules were significantly associated with race and drift games and gaming in cybercafes. School-based educational programs for both adolescents and their parents should be provided to gain skills about effective time management, avoid over-gaming, risky games and gaming in cybercafes

  19. A cycle of violence? Examining family-of-origin violence, attitudes, and intimate partner violence perpetration.

    PubMed

    Eriksson, Li; Mazerolle, Paul

    2015-03-01

    Exposure to violence in the family-of-origin has consistently been linked to intimate partner violence (IPV) perpetration in adulthood. However, whether the transmission of violence across generations is role- and gender-specific still remains unclear. The current study examined the effects of experiencing child abuse and observing parental violence on IPV perpetration among a sample of male arrestees (N = 303). The differential effects of observing violence perpetrated by same-sex (father to mother), opposite-sex (mother to father), and both parents on subsequent IPV perpetration were examined. Logistic regression analyses showed that while observing father-only violence and bidirectional interparental violence was predictive of IPV perpetration, observing mother-only violence and direct experiences of child abuse was not. These findings suggest that the transmission of violence across generations is both role- and gender-specific and highlight the importance of examining unique dimensions of partner violence to assess influences on children. The study further examined whether attitudes justifying wife beating mediate the effect of exposure to violence and subsequent IPV perpetration. Results showed that although attitudes were predictive of perpetration, these attitudes did not mediate the relationship. © The Author(s) 2014.

  20. Neural Basis of Video Gaming: A Systematic Review

    PubMed Central

    Palaus, Marc; Marron, Elena M.; Viejo-Sobera, Raquel; Redolar-Ripoll, Diego

    2017-01-01

    Background: Video gaming is an increasingly popular activity in contemporary society, especially among young people, and video games are increasing in popularity not only as a research tool but also as a field of study. Many studies have focused on the neural and behavioral effects of video games, providing a great deal of video game derived brain correlates in recent decades. There is a great amount of information, obtained through a myriad of methods, providing neural correlates of video games. Objectives: We aim to understand the relationship between the use of video games and their neural correlates, taking into account the whole variety of cognitive factors that they encompass. Methods: A systematic review was conducted using standardized search operators that included the presence of video games and neuro-imaging techniques or references to structural or functional brain changes. Separate categories were made for studies featuring Internet Gaming Disorder and studies focused on the violent content of video games. Results: A total of 116 articles were considered for the final selection. One hundred provided functional data and 22 measured structural brain changes. One-third of the studies covered video game addiction, and 14% focused on video game related violence. Conclusions: Despite the innate heterogeneity of the field of study, it has been possible to establish a series of links between the neural and cognitive aspects, particularly regarding attention, cognitive control, visuospatial skills, cognitive workload, and reward processing. However, many aspects could be improved. The lack of standardization in the different aspects of video game related research, such as the participants' characteristics, the features of each video game genre and the diverse study goals could contribute to discrepancies in many related studies. PMID:28588464

  1. Neural Basis of Video Gaming: A Systematic Review.

    PubMed

    Palaus, Marc; Marron, Elena M; Viejo-Sobera, Raquel; Redolar-Ripoll, Diego

    2017-01-01

    Background: Video gaming is an increasingly popular activity in contemporary society, especially among young people, and video games are increasing in popularity not only as a research tool but also as a field of study. Many studies have focused on the neural and behavioral effects of video games, providing a great deal of video game derived brain correlates in recent decades. There is a great amount of information, obtained through a myriad of methods, providing neural correlates of video games. Objectives: We aim to understand the relationship between the use of video games and their neural correlates, taking into account the whole variety of cognitive factors that they encompass. Methods: A systematic review was conducted using standardized search operators that included the presence of video games and neuro-imaging techniques or references to structural or functional brain changes. Separate categories were made for studies featuring Internet Gaming Disorder and studies focused on the violent content of video games. Results: A total of 116 articles were considered for the final selection. One hundred provided functional data and 22 measured structural brain changes. One-third of the studies covered video game addiction, and 14% focused on video game related violence. Conclusions: Despite the innate heterogeneity of the field of study, it has been possible to establish a series of links between the neural and cognitive aspects, particularly regarding attention, cognitive control, visuospatial skills, cognitive workload, and reward processing. However, many aspects could be improved. The lack of standardization in the different aspects of video game related research, such as the participants' characteristics, the features of each video game genre and the diverse study goals could contribute to discrepancies in many related studies.

  2. The appeal of violent video games to lower educated aggressive adolescent boys from two countries.

    PubMed

    Lemmens, Jeroen S; Bushman, Brad J; Konijn, Elly A

    2006-10-01

    The objective of this study was to test the effect of individual differences on appeal and use of video games. Participants were 299 adolescent boys from lower and higher secondary schools in the Netherlands and Belgium. In general, boys were most attracted to violent video games. Boys that scored higher in trait aggressiveness and lower in empathy were especially attracted to violent games and spent more time playing video games than did boys lower in trait aggressiveness. Lower educated boys showed more appreciation for both violent and nonviolent games and spent more time playing them than did higher educated boys. The present study showed that aggressive and less empathic boys were most attracted to violent games. The fact that heavy users of violent games show less empathy and higher aggressiveness suggests the possibility of desensitization. Other studies have shown that playing violent games increases aggressiveness and decreases empathy. These results combined suggest the possibility of a violence cycle. Aggressive individuals are attracted to violent games. Playing violent games increases aggressiveness and decreases empathy, which in turn leads to increased appreciation and use of violent games.

  3. [Translated Title: Participatory research to develop a school violence observation instrument].

    PubMed

    Medina Santiago, Nilda G; Rivera, Tania Cruz; Rodríguez, Maryanes Trenche; Báez Ávila, Loggina S

    2017-01-01

    School violence has been recognized worldwide as a public health problem that negatively impacts the educational process. However, in Puerto Rico official statistics and the media generally focus on isolated incidents of extreme violence in which weapons are used or property is destroyed. Little data is available about the most common forms of violence that often occur in schools on a daily basis. The Instrumento de Observación de Violencia Escolar (INOVE) , developed with the input of school communities participating in Project VIAS (Violence and Asthma Health Disparity Network) of Universidad del Este (UNE), was used in this study to gather information about the characteristics of violence in two Puerto Rican schools. Among the study findings we highlight gender differences in observed violence and aggressive games and interactions between students. The data collected have served as a basis for decision-making regarding violence prevention in participating schools and have implications for the development of prevention strategies and programs.

  4. Effects of gender and game type on autonomic nervous system physiological parameters in long-hour online game players.

    PubMed

    Lin, Tung-Cheng

    2013-11-01

    Online game playing may induce physiological effects. However, the physical mechanisms that cause these effects remain unclear. The purpose of this study was to examine the physiological effects of long-hour online gaming from an autonomic nervous system (ANS) perspective. Heart rate variability (HRV), a valid and noninvasive electrocardiographic method widely used to investigate ANS balance, was used to measure physiological effect parameters. This study used a five-time, repeated measures, mixed factorial design. Results found that playing violent games causes significantly higher sympathetic activity and diastolic blood pressure than playing nonviolent games. Long-hour online game playing resulted in the gradual dominance of the parasympathetic nervous system due to physical exhaustion. Gaming workload was found to modulate the gender effects, with males registering significantly higher sympathetic activity and females significantly higher parasympathetic activity in the higher gaming workload group.

  5. Violence Against Women: Same-Sex Relationship Violence

    MedlinePlus

    ... abused? Domestic or intimate partner violence Signs of domestic violence or abuse Getting a restraining order Leaving an abusive relationship Effects of domestic violence on children Sexual assault and rape Sexual assault ...

  6. Rural youth and violence: a gender perspective.

    PubMed

    Hall, Barry L; Kulig, Judith; Grant Kalischuk, Ruth

    2011-01-01

    The public health system must consider violence as an all too common reality in modern life. Violence can contribute to long-lasting negative consequences for individuals and communities. Research on violence has primarily focused on urban environments. Research examining youth violence within rural communities is limited. This is particularly the case for the links between gender and violence in small rural settings. The purpose of this study was to examine rural violence from a gender perspective by examining four variables: meaning, causes, consequences and solutions. A survey was completed in Central Alberta, Canada with 178 students from grades 6 to 12. The schools' geographic locations represented two distinct economic settings: one natural resources and the other agriculture. The mean age of the participants was 16 years with 60% of the youth female and 40% male. The survey instrument was composed of demographic questions and 70 questions that focused on violence. Violence was a concern for all youth, but there were gender differences. Females viewed the meaning of violence as having the intent to harm others and causes contributing to violence included television, movies, video games and the internet. Females were more concerned than males about the emotional consequences of violence. For solutions, females were more accepting of intrusive means to control violence such as increased security and stricter school rules, and involving non-peer helpers such as teachers and community based agencies as a means to help combat violence. The results of this study indicate that violence exists among rural youth and causes a great deal of concern. In particular, the study underscores the fact that there are potential gender differences in relation to causes, meaning, impact and solutions to violence. All the youth believed that violence in their lives needs to be addressed and want to develop anti-violence strategies. Females in particular see the development of such

  7. Attitudes of older adults toward shooter video games: An initial study to select an acceptable game for training visual processing.

    PubMed

    McKay, Sandra M; Maki, Brian E

    2010-01-01

    A computer-based 'Useful Field of View' (UFOV) training program has been shown to be effective in improving visual processing in older adults. Studies of young adults have shown that playing video games can have similar benefits; however, these studies involved realistic and violent 'first-person shooter' (FPS) games. The willingness of older adults to play such games has not been established. OBJECTIVES: To determine the degree to which older adults would accept playing a realistic, violent FPS-game, compared to video games not involving realistic depiction of violence. METHODS: Sixteen older adults (ages 64-77) viewed and rated video-clip demonstrations of the UFOV program and three video-game genres (realistic-FPS, cartoon-FPS, fixed-shooter), and were then given an opportunity to try them out (30 minutes per game) and rate various features. RESULTS: The results supported a hypothesis that the participants would be less willing to play the realistic-FPS game in comparison to the less violent alternatives (p's<0.02). After viewing the video-clip demonstrations, 10 of 16 participants indicated they would be unwilling to try out the realistic-FPS game. Of the six who were willing, three did not enjoy the experience and were not interested in playing again. In contrast, all 12 subjects who were willing to try the cartoon-FPS game reported that they enjoyed it and would be willing to play again. A high proportion also tried and enjoyed the UFOV training (15/16) and the fixed-shooter game (12/15). DISCUSSION: A realistic, violent FPS video game is unlikely to be an appropriate choice for older adults. Cartoon-FPS and fixed-shooter games are more viable options. Although most subjects also enjoyed UFOV training, a video-game approach has a number of potential advantages (for instance, 'addictive' properties, low cost, self-administration at home). We therefore conclude that non-violent cartoon-FPS and fixed-shooter video games warrant further investigation as an

  8. The effects of pathological gaming on aggressive behavior.

    PubMed

    Lemmens, Jeroen S; Valkenburg, Patti M; Peter, Jochen

    2011-01-01

    Studies have shown that pathological involvement with computer or video games is related to excessive gaming binges and aggressive behavior. Our aims for this study were to longitudinally examine if pathological gaming leads to increasingly excessive gaming habits, and how pathological gaming may cause an increase in physical aggression. For this purpose, we conducted a two-wave panel study among 851 Dutch adolescents (49% female) of which 540 played games (30% female). Our analyses indicated that higher levels of pathological gaming predicted an increase in time spent playing games 6 months later. Time spent playing violent games specifically, and not just games per se, increased physical aggression. Furthermore, higher levels of pathological gaming, regardless of violent content, predicted an increase in physical aggression among boys. That this effect only applies to boys does not diminish its importance, because adolescent boys are generally the heaviest players of violent games and most susceptible to pathological involvement.

  9. The Effects of Pathological Gaming on Aggressive Behavior

    PubMed Central

    Valkenburg, Patti M.; Peter, Jochen

    2010-01-01

    Studies have shown that pathological involvement with computer or video games is related to excessive gaming binges and aggressive behavior. Our aims for this study were to longitudinally examine if pathological gaming leads to increasingly excessive gaming habits, and how pathological gaming may cause an increase in physical aggression. For this purpose, we conducted a two-wave panel study among 851 Dutch adolescents (49% female) of which 540 played games (30% female). Our analyses indicated that higher levels of pathological gaming predicted an increase in time spent playing games 6 months later. Time spent playing violent games specifically, and not just games per se, increased physical aggression. Furthermore, higher levels of pathological gaming, regardless of violent content, predicted an increase in physical aggression among boys. That this effect only applies to boys does not diminish its importance, because adolescent boys are generally the heaviest players of violent games and most susceptible to pathological involvement. PMID:20549320

  10. Effects of social games on infant vocalizations*.

    PubMed

    Hsu, Hui-Chin; Iyer, Suneeti Nathani; Fogel, Alan

    2014-01-01

    The aim of the present study was to examine the contextual effects of social games on prelinguistic vocalizations. The two main goals were to (1) investigate the functions of vocalizations as symptoms of affective arousal and symbols of social understanding, and (2) explore form-function (de)coupling relations between vocalization types and game contexts. Seventy-one six-month-olds and sixty-four twelve-month-olds played with their mothers in normal and perturbed tickle and peek-a-boo games. The effects of infant age, game, game climax, and game perturbation on the frequency and types of infant vocalizations were examined. Results showed twelve-month-olds vocalized more mature canonical syllables during peek-a-boo and more primitive quasi-resonant nuclei during tickle than six-month-olds. Six- and twelve-month-olds increased their vocalizations from the set-up to climax during peek-a-boo, but they did not show such an increase during tickle. Findings support the symptom function of prelinguistic vocalizations reflecting affective arousal and the prevalence of form-function decoupling during the first year of life.

  11. Prisoners of Childhood? Child Abuse and the Development of Heroes and Monsters in "Ender's Game"

    ERIC Educational Resources Information Center

    Gross, Melissa

    2007-01-01

    Alice Miller's work provides a theoretical framework to assess the effects of child abuse and its relationship to the development of creativity, hatred, and violence in the novel "Ender's Game." Analysis focuses on the extent to which children are manipulated in order to meet the needs of adults, the presence of behaviors such as the repression of…

  12. Extended Parrondo's game and Brownian ratchets: strong and weak Parrondo effect.

    PubMed

    Wu, Degang; Szeto, Kwok Yip

    2014-02-01

    Inspired by the flashing ratchet, Parrondo's game presents an apparently paradoxical situation. Parrondo's game consists of two individual games, game A and game B. Game A is a slightly losing coin-tossing game. Game B has two coins, with an integer parameter M. If the current cumulative capital (in discrete unit) is a multiple of M, an unfavorable coin p(b) is used, otherwise a favorable p(g) coin is used. Paradoxically, a combination of game A and game B could lead to a winning game, which is the Parrondo effect. We extend the original Parrondo's game to include the possibility of M being either M(1) or M(2). Also, we distinguish between strong Parrondo effect, i.e., two losing games combine to form a winning game, and weak Parrondo effect, i.e., two games combine to form a better-performing game. We find that when M(2) is not a multiple of M(1), the combination of B(M(1)) and B(M(2)) has strong and weak Parrondo effect for some subsets in the parameter space (p(b),p(g)), while there is neither strong nor weak effect when M(2) is a multiple of M(1). Furthermore, when M(2) is not a multiple of M(1), a stochastic mixture of game A may cancel the strong and weak Parrondo effect. Following a discretization scheme in the literature of Parrondo's game, we establish a link between our extended Parrondo's game with the analysis of discrete Brownian ratchet. We find a relation between the Parrondo effect of our extended model to the macroscopic bias in a discrete ratchet. The slope of a ratchet potential can be mapped to the fair game condition in the extended model, so that under some conditions, the macroscopic bias in a discrete ratchet can provide a good predictor for the game performance of the extended model. On the other hand, our extended model suggests a design of a ratchet in which the potential is a mixture of two periodic potentials.

  13. Effects of Consecutive Basketball Games on the Game-Related Statistics that Discriminate Winner and Losing Teams

    PubMed Central

    Ibáñez, Sergio J.; García, Javier; Feu, Sebastian; Lorenzo, Alberto; Sampaio, Jaime

    2009-01-01

    The aim of the present study was to identify the game-related statistics that discriminated basketball winning and losing teams in each of the three consecutive games played in a condensed tournament format. The data were obtained from the Spanish Basketball Federation and included game-related statistics from the Under-20 league (2005-2006 and 2006-2007 seasons). A total of 223 games were analyzed with the following game-related statistics: two and three-point field goal (made and missed), free-throws (made and missed), offensive and defensive rebounds, assists, steals, turnovers, blocks (made and received), fouls committed, ball possessions and offensive rating. Results showed that winning teams in this competition had better values in all game-related statistics, with the exception of three point field goals made, free-throws missed and turnovers (p ≥ 0.05). The main effect of game number was only identified in turnovers, with a statistical significant decrease between the second and third game. No interaction was found in the analysed variables. A discriminant analysis allowed identifying the two-point field goals made, the defensive rebounds and the assists as discriminators between winning and losing teams in all three games. Additionally to these, only the three-point field goals made contributed to discriminate teams in game three, suggesting a moderate effect of fatigue. Coaches may benefit from being aware of this variation in game determinant related statistics and, also, from using offensive and defensive strategies in the third game, allowing to explore or hide the three point field-goals performance. Key points Overall team performances along the three consecutive games were very similar, not confirming an accumulated fatigue effect. The results from the three-point field goals in the third game suggested that winning teams were able to shoot better from longer distances and this could be the result of exhibiting higher conditioning status and

  14. Assessing views about gun violence reduction policy: a look at type of violence and expected effectiveness.

    PubMed

    Sorenson, Susan B

    2015-10-01

    Public opinion polling about gun policy is routinely conducted and often disregarded. The purpose of this research is to explore ways in which surveys can be made more useful to policy makers, researchers, and the general public. A stratified random sample of 1000 undergraduates at a private, urban university was recruited for an online survey about proposed gun policies. A total of 51.7% answered the questions analyzed herein. Including but going beyond typical assessments of agreement, the survey elicited respondent evaluations of the effectiveness of seven gun policies under two randomly assigned conditions: the type of gun violence (e.g., homicide, suicide, violent crime) and its magnitude. Participants were asked to estimate the effectiveness of each policy, including the possibility of making things worse. Participants indicated strong support for all policies and expected each to be effective with one exception - a policy designed to increase the number of guns on the scene, that is, putting armed police in schools. Persons who did not support other policies, on average, did not expect them to make things worse. Telling participants about the scope of the violence did not but the type of gun violence did affect effectiveness ratings. Asking about expected effectiveness of (vs. general support for) a policy might identify some optimism: Even people who don't support a policy sometimes think it will be effective. Findings suggest that surveys about the effectiveness of gun violence policies likely assess views that exclude suicide, the most common form of gun-related mortality. Copyright © 2015 Elsevier Inc. All rights reserved.

  15. Virtual Gaming Simulation in Nursing Education: A Focus Group Study.

    PubMed

    Verkuyl, Margaret; Hughes, Michelle; Tsui, Joyce; Betts, Lorraine; St-Amant, Oona; Lapum, Jennifer L

    2017-05-01

    The use of serious gaming in a virtual world is a novel pedagogical approach in nursing education. A virtual gaming simulation was implemented in a health assessment class that focused on mental health and interpersonal violence. The study's purpose was to explore students' experiences of the virtual gaming simulation. Three focus groups were conducted with a convenience sample of 20 first-year nursing students after they completed the virtual gaming simulation. Analysis yielded five themes: (a) Experiential Learning, (b) The Learning Process, (c) Personal Versus Professional, (d) Self-Efficacy, and (e) Knowledge. Virtual gaming simulation can provide experiential learning opportunities that promote engagement and allow learners to acquire and apply new knowledge while practicing skills in a safe and realistic environment. [J Nurs Educ. 2017;56(5):274-280.]. Copyright 2017, SLACK Incorporated.

  16. Effects of Anxiety Levels on Learning Performance and Gaming Performance in Digital Game-Based Learning

    ERIC Educational Resources Information Center

    Yang, J. C.; Lin, M. Y. D.; Chen, S. Y.

    2018-01-01

    Anxiety plays an influential role in foreign language learning. However, a lack of attention was paid to examining the effects of anxiety levels on learning performance and gaming performance in digital game-based learning. To this end, this study developed a game-based English learning system and investigated how different levels of anxiety…

  17. The effects of video games on laparoscopic simulator skills.

    PubMed

    Jalink, Maarten B; Goris, Jetse; Heineman, Erik; Pierie, Jean-Pierre E N; ten Cate Hoedemaker, Henk O

    2014-07-01

    Recently, there has been a growth in studies supporting the hypothesis that video games have positive effects on basic laparoscopic skills. This review discusses all studies directly related to these effects. A search in the PubMed and EMBASE databases was performed using synonymous terms for video games and laparoscopy. All available articles concerning video games and their effects on skills on any laparoscopic simulator (box trainer, virtual reality, and animal models) were selected. Video game experience has been related to higher baseline laparoscopic skills in different studies. There is currently, however, no standardized method to assess video game experience, making it difficult to compare these studies. Several controlled experiments have, nevertheless, shown that video games cannot only be used to improve laparoscopic basic skills in surgical novices, but are also used as a temporary warming-up before laparoscopic surgery. Copyright © 2014 Elsevier Inc. All rights reserved.

  18. The effects of media violence on anxiety in late adolescence.

    PubMed

    Madan, Anjana; Mrug, Sylvie; Wright, Rex A

    2014-01-01

    Exposure to media violence is related to anxiety in youth, but the causality of the effect has not been established. This experimental study examined the effects of media violence on anxiety, blood pressure, and heart rate in late adolescents. We also examined whether these responses varied by previous exposure to media and real-life violence. College students (N = 209; M age = 18.74; 75 % female; 50 % Caucasian, 34 % African American, 9 % Asian, 3 % Hispanic, and 3 % other racial minorities) were randomized to view either violent or nonviolent high-action movie clips. Participants reported on their anxiety before and after watching the clips, as well as their previous exposure to violence. Measures of blood pressure and heart rate were taken at baseline and during movie viewing. Participants watching violent movie clips showed a greater anxiety increase than those watching nonviolent clips. Both groups experienced increased blood pressure and reduced heart rate during movie watching compared to baseline. Prior exposure to media violence was associated with diminished heart rate response. Additionally, students previously exposed to high levels of real-life violence showed lower blood pressure increases when watching violent clips compared to nonviolent clips. Thus, relatively brief exposure to violent movie clips increased anxiety among late adolescents. Prior exposure to media and real-life violence were associated with lower physiological reactivity to high-action and violent movies, respectively, possibly indicating desensitization. Future studies should investigate long-term anxiety and physiological consequences of regular exposure to media violence in adolescence.

  19. Vicarious Violence on the Screen: A Challenge to Educators and Families. Technical Assistance Bulletin No. 16. [Updated Version].

    ERIC Educational Resources Information Center

    Hepburn, Mary A.

    This technical bulletin poses questions of concern to law-related educators (LRE) and citizenship educators working to reduce violence among students and the larger community. Maintaining that the sociological implications of violence on television and in video games should be a serious concern to all educators, the bulletin describes the…

  20. Video games do affect social outcomes: a meta-analytic review of the effects of violent and prosocial video game play.

    PubMed

    Greitemeyer, Tobias; Mügge, Dirk O

    2014-05-01

    Whether video game play affects social behavior is a topic of debate. Many argue that aggression and helping are affected by video game play, whereas this stance is disputed by others. The present research provides a meta-analytical test of the idea that depending on their content, video games do affect social outcomes. Data from 98 independent studies with 36,965 participants revealed that for both violent video games and prosocial video games, there was a significant association with social outcomes. Whereas violent video games increase aggression and aggression-related variables and decrease prosocial outcomes, prosocial video games have the opposite effects. These effects were reliable across experimental, correlational, and longitudinal studies, indicating that video game exposure causally affects social outcomes and that there are both short- and long-term effects.

  1. Gender Differences in the Effects of Exposure to Intimate Partner Violence on Adolescent Violence and Drug Use

    ERIC Educational Resources Information Center

    Fagan, Abigail A.; Wright, Emily M.

    2011-01-01

    Objective: This study investigated the long-term effects of exposure to intimate partner violence in the home on adolescent violence and drug use and gender differences in these relationships. Although the general relationship between exposure to IPV and negative outcomes for youth has been demonstrated in past research, gender differences in the…

  2. Interpersonal style moderates the effect of dating violence on symptoms of anxiety and depression.

    PubMed

    Yalch, Matthew M; Lannert, Brittany K; Hopwood, Christopher J; Levendosky, Alytia A

    2013-11-01

    Over a quarter of young women have experienced some form of violence within a dating relationship. The experience of dating violence is associated with problems in psychological functioning, including symptoms of anxiety and depression. However, not all women who experience dating violence exhibit anxious or depressive symptoms. One factor that may influence symptom expression is interpersonal style. In this study, we examined the main and moderating effects of dimensions of interpersonal style (dominance and warmth) on the association between dating violence and symptoms of anxiety and depression. Warmth exhibited a main effect on anxious and depressive symptoms over and above the effects of dating violence and other life stressors. Dominance moderated the association between dating violence and anxious and depressive symptoms. When levels of dating violence were high, women with higher levels of dominance reported fewer symptoms of anxiety and depression than women with lower dominance. These results indicated that whereas high warmth was associated with fewer symptoms of psychopathology generally, high dominance was a buffer against the effect of dating violence on symptoms more specifically. Directions for future research are discussed.

  3. Effects of Client Violence on Social Work Students: A National Study

    ERIC Educational Resources Information Center

    Criss, Pam

    2010-01-01

    This study uses a work stress theoretical framework to examine the effects of direct and indirect client violence on a randomly selected national sample of MSW and BSW social work students from the National Association of Social Workers (N=595). Client violence variables were analyzed in relationship to fear of future violence and occupational…

  4. Buffering the Effects of Violence: Communication and Problem-Solving Skills as Protective Factors for Adolescents Exposed to Violence

    ERIC Educational Resources Information Center

    LeBlanc, Monique; Self-Brown, Shannon; Shepard, Desti; Kelley, Mary Lou

    2011-01-01

    Although many adolescents exposed to violence evidence negative outcomes, some report few deleterious effects, indicating the presence of moderating variables. This study examined the moderating role of family communication and problem solving on positive and negative outcomes in adolescents exposed to school and neighborhood violence.…

  5. Exposure to Media Violence and Young Children with and without Disabilities: Powerful Opportunities for Family-Professional Partnerships

    ERIC Educational Resources Information Center

    Erwin, Elizabeth J.; Morton, Naomi

    2008-01-01

    There is growing concern regarding the amount and type of violence that young children are exposed to on a daily basis. Through media, popular toys and video games violent images are consistently present in children's lives starting at a very young age. This paper discusses (a) the growing presence of young children's exposure to media violence,…

  6. Gender differences in the effects of exposure to intimate partner violence on adolescent violence and drug use.

    PubMed

    Fagan, Abigail A; Wright, Emily M

    2011-07-01

    This study investigated the long-term effects of exposure to intimate partner violence in the home on adolescent violence and drug use and gender differences in these relationships. Although the general relationship between exposure to IPV and negative outcomes for youth has been demonstrated in past research, gender differences in the effects of IPV on adolescents have been rarely assessed using longitudinal data. Longitudinal data was obtained from 1,315 adolescents and their primary caregivers participating in the Project on Human Development in Chicago Neighborhoods (PHDCN). The sample was 51% female and ethnically diverse (45% Hispanic, 37% African-American, and 14% Caucasian). Two waves of data were assessed to examine the effects of exposure to IPV, reported by caregivers when their children were aged 12 and 15, on violence and drug use, reported by adolescents 3 years later. Multivariate statistical models were employed to control for a range of child, parent, family, and neighborhood risk factors. Exposure to IPV did not significantly predict subsequent violence among males or females in multivariate analyses. IPV exposure was significantly related to the frequency of drug use for females but did not predict drug use among males. This gender difference was not statistically significant, however, which suggests more similarities than differences in the relationship between exposure to IPV and subsequent violence and drug use. This study supports prior research indicating that exposure to IPV can negatively impact adolescent development, but it suggests that these effects may be more likely to influence some outcomes (e.g., drug use) than others (e.g., interpersonal violence). The findings also emphasize the need for additional research examining the overall impact of IPV on adolescent problem behaviors and gender differences in these relationships, including longitudinal studies and investigations that control for a range of other important predictors. A

  7. Kinship, Family, and Gender Effects in the Ultimatum Game.

    PubMed

    Macfarlan, Shane J; Quinlan, Robert J

    2008-09-01

    Kinship and reciprocity are two main predictors of altruism. The ultimatum game has been used to study altruism in many small-scale societies. We used the ultimatum game to examine effects of individuals' family and kin relations on altruistic behavior in a kin-based horticultural community in rural Dominica. Results show sex-specific effects of kin on ultimatum game play. Average coefficient of relatedness to the village was negatively associated with women's ultimatum game proposals and had little effect on men's proposals. Number of brothers in the village was positively associated with men's ultimatum game proposals and negatively associated with women's proposals. Similarly, presence of father in the village was associated with higher proposals by men and lower proposals by women. We interpret the effect of brothers on men's proposals as a consequence of local competition among brothers. We speculate that daughter-biased parental care in this community creates a sense of entitlement among women with brothers, which may explain the inverse relation between number of brothers and women's ultimatum game proposals. The pattern of results may be consistent with how matrifocality affects cultural models of fairness differently along gender and family lines.

  8. Understanding violence: a school initiative for violence prevention.

    PubMed

    Nikitopoulos, Christina E; Waters, Jessica S; Collins, Erin; Watts, Caroline L

    2009-01-01

    The present study evaluates Understanding Violence, a violence prevention initiative implemented in a Boston-area elementary school whose students experience high rates of community violence. Understanding Violence draws on the educational and personal skills of youths and allows them to practice positive alternatives to violence. Participating 5th graders (n = 123) completed a survey that included rating scale items and open-ended questions to assess the program. Results indicate high levels of satisfaction with and learning from the program. Participants responded positively to the program's use of diverse components and community engagement. Developed as part of a larger community mental health outreach program, Understanding Violence offers an example of a school-based initiative to mitigate the effects of community violence.

  9. Recurrent issues in efforts to prevent homicidal youth violence in schools: expert opinions.

    PubMed

    Dill, Karen E; Redding, Richard E; Smith, Peter K; Surette, Ray; Cornell, Dewey G

    2011-01-01

    Developmental research on social influences on adolescents can guide practices aimed to prevent homicidal youth violence. School shootings have repeatedly raised questions about the contributory role of bullying and entertainment violence, how news media publicity might produce copycat crimes, and whether stiffer criminal sanctions might have a deterrent effect. This article presents the thoughts and recommendations of a group of experts on these topics summarizing the current knowledge base. In brief, bullying reduction programs may be a useful early prevention effort. Television and video games with violent themes can encourage aggressive behavior, but these media can be used to teach more prosocial behavior as well. The potential copycat effects of highly publicized crimes might be diminished with more restrained reporting, although more research is needed. Finally, there is substantial evidence that increased criminal sanctions for youthful offenders have not had a deterrent effect. Copyright © 2011 Wiley Periodicals, Inc., A Wiley Company.

  10. The American Psychological Association Task Force assessment of violent video games: Science in the service of public interest.

    PubMed

    Calvert, Sandra L; Appelbaum, Mark; Dodge, Kenneth A; Graham, Sandra; Nagayama Hall, Gordon C; Hamby, Sherry; Fasig-Caldwell, Lauren G; Citkowicz, Martyna; Galloway, Daniel P; Hedges, Larry V

    2017-01-01

    A task force of experts was convened by the American Psychological Association (APA) to update the knowledge and policy about the impact of violent video game use on potential adverse outcomes. This APA Task Force on Media Violence examined the existing literature, including the meta-analyses in the field, since the last APA report on media violence in 2005. Because the most recent meta-analyses were published in 2010 and reflected work through 2009, the task force conducted a search of the published studies from 2009-2013. These recently published articles were scored and assessed by a systematic evidentiary review, followed by a meta-analysis of the high utility studies, as documented in the evidentiary review. Consistent with the literature that we reviewed, we found that violent video game exposure was associated with: an increased composite aggression score; increased aggressive behavior; increased aggressive cognitions; increased aggressive affect, increased desensitization, and decreased empathy; and increased physiological arousal. The size of the effects was similar to that in prior meta-analyses, suggesting a stable result. Our task force concluded that violent video game use is a risk factor for adverse outcomes, but found insufficient studies to examine any potential link between violent video game use and delinquency or criminal behavior. Our technical report is the basis of this article. (PsycINFO Database Record (c) 2017 APA, all rights reserved).

  11. The effect of online violent video games on levels of aggression.

    PubMed

    Hollingdale, Jack; Greitemeyer, Tobias

    2014-01-01

    In recent years the video game industry has surpassed both the music and video industries in sales. Currently violent video games are among the most popular video games played by consumers, most specifically First-Person Shooters (FPS). Technological advancements in game play experience including the ability to play online has accounted for this increase in popularity. Previous research, utilising the General Aggression Model (GAM), has identified that violent video games increase levels of aggression. Little is known, however, as to the effect of playing a violent video game online. Participants (N = 101) were randomly assigned to one of four experimental conditions; neutral video game--offline, neutral video game--online, violent video game--offline and violent video game--online. Following this they completed questionnaires to assess their attitudes towards the game and engaged in a chilli sauce paradigm to measure behavioural aggression. The results identified that participants who played a violent video game exhibited more aggression than those who played a neutral video game. Furthermore, this main effect was not particularly pronounced when the game was played online. These findings suggest that both playing violent video games online and offline compared to playing neutral video games increases aggression.

  12. Online computer gaming: a comparison of adolescent and adult gamers.

    PubMed

    Griffiths, M D; Davies, Mark N O; Chappell, Darren

    2004-02-01

    Despite the growing popularity of online game playing, there have been no surveys comparing adolescent and adult players. Therefore, an online questionnaire survey was used to examine various factors of online computer game players (n = 540) who played the most popular online game Everquest. The survey examined basic demographic information, playing frequency (i.e. amount of time spent playing the game a week), playing history (i.e. how long they had been playing the game, who they played the game with, whether they had ever gender swapped their game character, the favourite and least favourite aspects of playing the game, and what they sacrifice (if anything) to play the game. Results showed that adolescent gamers were significantly more likely to be male, significantly less likely to gender swap their characters, and significantly more likely to sacrifice their education or work. In relation to favourite aspects of game play, the biggest difference between the groups was that significantly more adolescents than adults claimed their favourite aspect of playing was violence. Results also showed that in general, the younger the player, the longer they spent each week playing.

  13. A game of three monkeys: Kadazan Dusun villagers and violence against women.

    PubMed

    Koepping, Elizabeth

    2003-01-01

    Based on detailed and long-term anthropological research among rural Kadazans, the paper sets out the social history of domestic violence in one Sabah village. In more than 30 per cent of the households, there is a woman who has experienced repeated spousal abuse during her life. Adding those men who abused earlier spouses, and adults who lived through the abuse of their mothers in childhood, it is clear that violence is and has long been part of everyday — yet secret — village experience. For various reasons, researchers appear to have colluded in ignoring the issue. To help those women and their children whose lives are blighted by fear and fearful memories, it would be wise to assume domestic violence is as present in rural as in urban settings.

  14. Associations of school violence with physical activity among U.S. high school students.

    PubMed

    Demissie, Zewditu; Lowry, Richard; Eaton, Danice K; Hertz, Marci F; Lee, Sarah M

    2014-05-01

    This study investigated associations of violence-related behaviors with physical activity (PA)-related behaviors among U.S. high school students. Data from the 2009 national Youth Risk Behavior Survey, a cross-sectional survey of a nationally representative sample of 9th-12th grade students, were analyzed. Sex-stratified, adjusted odds ratios (aORs) and 95% confidence intervals (CIs) were estimated for associations between violence-related behaviors and being physically active for ≥60 minutes daily, sports participation, TV watching for ≥3 hours/day, and video game/computer use for ≥3 hours/day. Among male students, at-school bullying victimization was negatively associated with daily PA (aOR: 0.72; 95% CI: 0.58-0.87) and sports participation; skipping school because of safety concerns was positively associated with video game/computer use (1.42; 1.01-2.00); and physical fighting was positively associated with daily PA. Among female students, at-school bullying victimization and skipping school because of safety concerns were both positively associated with video game/computer use (1.46; 1.19-1.79 and 1.60; 1.09-2.34, respectively), and physical fighting at school was negatively associated with sports participation and positively associated with TV watching. Bullying victimization emerged as a potentially important risk factor for insufficient PA. Schools should consider the role of violence in initiatives designed to promote PA.

  15. The Effect of Local Violence on Children’s Attention and Impulse Control

    PubMed Central

    Tirado-Strayer, Nicole; Papachristos, Andrew V.; Raver, C. Cybele

    2012-01-01

    Objectives. We examined whether the burden of violence in a child’s community environment alters the child’s behavior and functioning in the classroom setting. Methods. To identify the effects of local violence, we exploited variation in the timing of local homicides, based on data from the Chicago Police Department, relative to the timing of interview assessments conducted as part of a randomized controlled trial conducted with preschoolers in Head Start programs from 2004–2006, the Chicago School Readiness Project. We compared children’s scores when exposed to recent local violence with scores when no recent violence had occurred to identify causal effects. Results. When children were assessed within a week of a homicide that occurred near their home, they exhibited lower levels of attention and impulse control and lower preacademic skills. The analysis showed strong positive effects of local violence on parental distress, providing suggestive evidence that parental responses may be a likely pathway by which local violence affects young children. Conclusions. Exposure to homicide generates acute psychological distress among caregivers and impairs children’s self-regulatory behavior and cognitive functioning. PMID:23078491

  16. Psychopathy and criminal violence: the moderating effect of ethnicity.

    PubMed

    Walsh, Zach

    2013-10-01

    This study aimed to determine the cross-ethnic stability of the predictive relationship of psychopathy for violence. Participants were 424 adult male jail inmates. Psychopathy was assessed using the Psychopathy Checklist-Revised and criminal violence was assessed using a comprehensive database of arrests for violent crimes. Ethnic categories included the groups that make up the vast majority of U.S. inmates: European American (EA, n = 166), African American (AA, n = 174), and Latino American (LA, n = 84). Ethnically aggregated Cox regression survival analyses identified predictive effects for psychopathy. Disaggregated analyses identified ethnic differences: Psychopathy was more strongly predictive of violence among EA (R² = .13, 95% CI [.04, .22], p < .01) relative to AA inmates (R² = .05, 95% CI [.00, .11], p < .01) and was not related to violence among LA participants (R² = .02, 95% CI [.00, .08], p = .22). Receiver operating characteristic curve analyses yielded an equivalent pattern of results. These findings add to a growing literature suggesting cross-ethnic variability in the predictive power of psychopathy for violence. PsycINFO Database Record (c) 2013 APA, all rights reserved

  17. Gender effects in gaming research: a case for regression residuals?

    PubMed

    Pfister, Roland

    2011-10-01

    Numerous recent studies have examined the impact of video gaming on various dependent variables, including the players' affective reactions, positive as well as detrimental cognitive effects, and real-world aggression. These target variables are typically analyzed as a function of game characteristics and player attributes-especially gender. However, findings on the uneven distribution of gaming experience between males and females, on the one hand, and the effect of gaming experience on several target variables, on the other hand, point at a possible confound when gaming experiments are analyzed with a standard analysis of variance. This study uses simulated data to exemplify analysis of regression residuals as a potentially beneficial data analysis strategy for such datasets. As the actual impact of gaming experience on each of the various dependent variables differs, the ultimate benefits of analysis of regression residuals entirely depend on the research question, but it offers a powerful statistical approach to video game research whenever gaming experience is a confounding factor.

  18. The Effectiveness of Three Serious Games Measuring Generic Learning Features

    ERIC Educational Resources Information Center

    Bakhuys Roozeboom, Maartje; Visschedijk, Gillian; Oprins, Esther

    2017-01-01

    Although serious games are more and more used for learning goals, high-quality empirical studies to prove the effectiveness of serious games are relatively scarce. In this paper, three empirical studies are presented that investigate the effectiveness of serious games as opposed to traditional classroom instruction on learning features as well as…

  19. Perceptions of television violence: effects of programme genre and type of violence on viewers' judgements of violent portrayals.

    PubMed

    Gunter, B; Furnham, A

    1984-06-01

    This paper reports two studies which examined the mediating effects of programme genre and physical form of violence on viewers' perceptions of violent TV portrayals. In Expt 1, a panel of British viewers saw portrayals from five programme genres: British crime-drama series, US crime-drama series, westerns, science-fiction series and cartoons which feature either fights or shootings. In Expt. 2, the same viewers rated portrayals from British crime-drama and westerns which featured four types of violence, fist-fights, shootings, stabbings and explosions. All scenes were rated along eight unipolar scales. Panel members also completed four subscales of a personal hostility inventory. Results showed that both fictional setting and physical form had significant effects on viewers' perceptions of televised violence. British crime-drama portrayals, and portrayals that featured shootings and stabbings, were rated as most violent and disturbing. Also, there were strong differences between viewers with different self-reported propensities towards either verbal or physical aggression. More physically aggressive individuals tended to perceive physical unarmed violence as less violent than did more verbally aggressive types.

  20. Addressing intimate partner violence and sexual violence among adolescents: emerging evidence of effectiveness.

    PubMed

    Lundgren, Rebecka; Amin, Avni

    2015-01-01

    Intimate partner violence (IPV) and sexual violence (SV) are widespread among adolescents and place them on a lifelong trajectory of violence, either as victims or perpetrators. The aim of this review was to identify effective approaches to prevent adolescent IPV and SV and to identify critical knowledge gaps. The interventions reviewed in this article reflect the global focus on interventions addressing violence perpetrated by men against women in the context of heterosexual relationships. Interventions for girls and boys (10-19 years) were identified through electronic searches for peer-reviewed and gray literature such as reports and research briefs. Studies were excluded if they were published before 1990 or did not disaggregate participants and results by age. Programs were classified as "effective," "emerging," "ineffective," or "unclear" based on the strength of evidence, generalizability of results to developing country settings, and replication beyond the initial pilot. Programs were considered "effective" if they were evaluated with well-designed studies, which controlled for threats to validity through randomization of participants. A review of 142 articles and documents yielded 61 interventions, which aimed to prevent IPV and SV among adolescents. These were categorized as "parenting" (n = 8), "targeted interventions for children and adolescents subjected to maltreatment" (n = 3), "school based" (n = 31; including 10 interventions to prevent sexual assault among university students), "community based" (n = 16), and "economic empowerment" (n = 2). The rigor of the evaluations varies greatly. A good number have relatively weak research designs, short follow-up periods, and low or unreported retention rates. Overall, there is a lack of robust standardized measures for behavioral outcomes. Three promising approaches emerge. First, school-based dating violence interventions show considerable success. However, they have only been implemented in high

  1. Demolishing the competition: the longitudinal link between competitive video games, competitive gambling, and aggression.

    PubMed

    Adachi, Paul J C; Willoughby, Teena

    2013-07-01

    The majority of research on the link between video games and aggression has focused on the violent content in games. In contrast, recent experimental research suggests that it is video game competition, not violence, that has the greatest effect on aggression in the short-term. However, no researchers have examined the long-term relationship between video game competition and aggression. In addition, if competition in video games is a significant reason for the link between video game play and aggression, then other competitive activities, such as competitive gambling, also may predict aggression over time. In the current study, we directly assessed the socialization (competitive video game play and competitive gambling predicts aggression over time) versus selection hypotheses (aggression predicts competitive video game play and competitive gambling over time). Adolescents (N = 1,492, 50.8 % female) were surveyed annually from Grade 9 to Grade 12 about their video game play, gambling, and aggressive behaviors. Greater competitive video game play and competitive gambling predicted higher levels of aggression over time, after controlling for previous levels of aggression, supporting the socialization hypothesis. The selection hypothesis also was supported, as aggression predicted greater competitive video game play and competitive gambling over time, after controlling for previous competitive video game play and competitive gambling. Our findings, taken together with the fact that millions of adolescents play competitive video games every day and that competitive gambling may increase as adolescents transition into adulthood, highlight the need for a greater understanding of the relationship between competition and aggression.

  2. Effectively engaging stakeholders and the public in developing violence prevention messages.

    PubMed

    Boyko, Jennifer A; Wathen, C Nadine; Kothari, Anita

    2017-05-11

    Preventing family violence requires that stakeholders and the broader public be involved in developing evidence-based violence prevention strategies. However, gaps exist in between what we know (knowledge), what we do (action), and the structures supporting practice (policy). We discuss the broad challenge of mobilizing knowledge-for-action in family violence, with a primary focus on the issue of how stakeholders and the public can be effectively engaged when developing and communicating evidence-based violence prevention messages. We suggest that a comprehensive approach to stakeholder and public engagement in developing violence prevention messages includes: 1) clear and consistent messaging; 2) identifying and using, as appropriate, lessons from campaigns that show evidence of reducing specific types of violence; and 3) evidence-informed approaches for communicating to specific groups. Components of a comprehensive approach must take into account the available research evidence, implementation feasibility, and the context-specific nature of family violence. While strategies exist for engaging stakeholders and the public in messaging about family violence prevention, knowledge mobilization must be informed by evidence, dialogue with stakeholders, and proactive media strategies. This paper will be of interest to public health practitioners or others involved in planning and implementing violence prevention programs because it highlights what is known about the issue, potential solutions, and implementation considerations.

  3. Comparing the effects of real versus simulated violence on dream imagery.

    PubMed

    Dale, Allyson; Murkar, Anthony; Miller, Nicolle; Black, Joshua

    2014-08-01

    Participants in the current study were 75 males, including 25 Canadian soldiers, 25 heavy gamers who play military based video games such as "Call of Duty," and a control group comprised of 25 males. One dream per participant was analyzed using Hall and Van de Castle content analysis guidelines, including aggression, threat, and previously established scales for intensity of aggression and emotion. The dreams of soldiers had a higher frequency of both aggression and threat, and were also more intense in aggression and emotion than both the heavy gamers and the controls. These findings suggest that exposure to real life violence and threat (as well as the emotional significance of the experience) is more frequently incorporated into dream imagery than simulated or virtual threat. Limitations and directions for future studies are discussed.

  4. Family violence.

    PubMed

    Emery, R E

    1989-02-01

    Researchers and policymakers have begun to recognize the extent and severity of family violence in recent years, particularly its effects on children. Despite a flurry of research, however, there is much disagreement about the definition of violence, its development, the consequences for victims, and the most effective avenues for intervention. Similar conceptual, methodological, and practical problems are faced by those working in the areas of physical child abuse, child sex abuse, and child witnesses to spouse abuse. In further research on these complex problems, researchers are encouraged to use operational definitions that avoid terms like abuse and violence, to focus new efforts on emotional mediators of violent actions, to evaluate the effects of violence on the entire family system, and to redouble efforts to conduct systematic outcome research. Those professionals who are currently responsible for intervention are encouraged to use definitions of and responses to family violence that match those used for assaults between strangers.

  5. The Effects of Gender-based Violence on Women's Unwanted Pregnancy and Abortion.

    PubMed

    McCloskey, Laura A

    2016-06-01

    The aim of this research is to understand how gender-based violence across the life-course affects the likelihood of abortion. Women outpatients (n = 309) revealed their exposure to four different forms of gender-based abuse: child sexual abuse (25.7 percent), teenage physical dating violence (40.8 percent), intimate partner violence (43.1 percent), and sexual assault outside an intimate relationship (22 percent). Logistic regressions revealed that no single form of gender-based abuse predicted abortion. The cumulative effect of multiple forms of abuse did increase the odds of having an abortion (OR = 1.39, CI = 1.13-1.69). Child sexual abuse predicted intimate partner violence (OR = 6.71, CI = 3.36-13.41). The cumulative effect of gender-based violence on women's reproductive health warrants further research. Priority should be given to screening for multiple forms of victimization in reproductive healthcare settings.

  6. The relationship between severity of violence in the home and dating violence.

    PubMed

    Sims, Eva Nowakowski; Dodd, Virginia J Noland; Tejeda, Manuel J

    2008-01-01

    This study used propositions from the social learning theory to explore the effects of the combined influences of child maltreatment, childhood witness to parental violence, sibling violence, and gender on dating violence perpetration using a modified version of the Conflict Tactics Scale 2 (CTS2). A weighted scoring method was utilized to determine how severity of violence in the home impacts dating violence perpetration. Bivariate correlations and linear regression models indicate significant associations between child maltreatment, sibling violence perpetration, childhood witness to parental violence, gender, and subsequent dating violence perpetration. Multiple regression analyses indicate that for men, history of severe violence victimization (i.e., child maltreatment and childhood witness to parental violence) and severe perpetration (sibling violence) significantly predict dating violence perpetration.

  7. Effects of Caffeine Supplementation on Performance in Ball Games.

    PubMed

    Chia, Jingyi Shannon; Barrett, Laura Ann; Chow, Jia Yi; Burns, Stephen Francis

    2017-12-01

    Although a large body of evidence exists documenting the ergogenic properties of caffeine, most studies have focused on endurance performance. However, findings from endurance sports cannot be generalized to performance in ball games where, apart from having a high level of endurance, successful athletic performances require a combination of physiological, technical and cognitive capabilities. The purpose of this review was to critically evaluate studies that have examined the effect of a single dose of caffeine in isolation on one or more of the following performance measures: total distance, sprint performance, agility, vertical jump performance and accuracy in ball games. Searches of three major databases resulted in 19 studies (invasion games: 13; net-barrier games: 6) that evaluated the acute effects of caffeine on human participants, provided the caffeine dose administered, and included a ball games specific task or simulated match. Improvements in sprint performance were observed in 8 of 10 studies (80%), and vertical jump in 7 of 8 studies (88%). Equivocal results were reported for distance covered, agility and accuracy. Minor side effects were reported in 4 of 19 studies reviewed. Pre-exercise caffeine ingestion between 3.0 and 6.0 mg/kg of body mass appears to be a safe ergogenic aid for athletes in ball games. However, the efficacy of caffeine varies depending on various factors, including, but not limited to, the nature of the game, physical status and caffeine habituation. More research is warranted to clarify the effects of caffeine on performance measures unique to ball games, such as agility and accuracy. It is essential that athletes, coaches and practitioners evaluate the risk-benefit ratio of caffeine ingestion strategies on an individual case-by-case basis.

  8. Is Sexual Objectification and Victimization of Females in Video Games Associated With Victim Blaming or Victim Empathy?

    PubMed

    Beck, Victoria; Rose, Chris

    2018-04-01

    The goal of this study was to investigate whether the sexual objectification and virtual violence against females in video games increases negative attitudes toward females, when addressing a variety of noted methodological issues. Study participants were randomly assigned to a control group, where participants played Madden NFL 12, or an experimental group, where participants played Grand Theft Auto. In the experimental group, participants played the game with a confederate, who exposed participants to sexual objectification and violence against females. Study results indicated that both the experimental and control groups had equivalently low levels of rape myth acceptance prior to game play. Immediately after game play, there still was no statistically significant difference in rape myth acceptance between groups; however, there was a decrease in rape myth acceptance for the experimental group. The decrease in rape myth acceptance continued and magnified for the experimental group, over time, to the point of creating a statistically significant difference between the two groups for the follow-up measure at the end of the study.

  9. Intimate partner violence. Mothers' perspectives of effects on their children.

    PubMed

    Lemmey, D; McFarlane, J; Willson, P; Malecha, A

    2001-01-01

    Intimate partner violence not only affects adults but also the children living within that "war zone." The present study expands our understanding about how children are affected when they observe violence in their own homes, as reported by their mothers. This descriptive study was conducted to describe mothers' perspectives of the impact of the violence on their children. A consecutive sample of 72 mothers attempting to file assault charges were interviewed in a private room by a registered nurse and were asked to describe the effect of witnessing intimate partner violence on their child's behavior. Each response was written verbatim by the interviewer. A majority (72%) of the mothers reported negative behaviors in their children that they believed were as a result of witnessing their mother's violent experiences. The most common negative traits were distress-indicating behaviors such as sleep disturbances, clinging, and fretful behaviors followed by problems with the abuser, problems in school, and problems with mother. Because intimate partner violence affects children, health care providers should become familiar with behaviors indicative of this problem. To promote the well being and development of children, recommendations for assessment and intervention for women experiencing intimate partner violence are discussed.

  10. Situational Effects on the Usage Intention of Mobile Games

    NASA Astrophysics Data System (ADS)

    Liang, Ting-Peng; Yeh, Yi-Hsuan

    As value-added services on mobile devices are developing rapidly, text messaging, multi-media messaging, music, video, games, GPS navigation, RFID, and mobile TV are all accessible from a single device. Mobile games that combine mobile communication with computer games are an emerging industry. The purpose of this research is to explore what situation factors may affect the intention to play mobile game. We propose a research model to fit the nature of mobile games and conducted an online survey to examine the effect of situational factors. The model integrates constructs in TAM and TRA. The findings are as follows. First, Subjective norm affects a user’s intention in using mobile games when a user has no other task. Second, perceived playfulness affects a user’s intention to use mobile games when the user has another task.

  11. [The effects of video games on cognitive aging].

    PubMed

    Maillot, Pauline; Perrot, Alexandra; Hartley, Alan

    2012-03-01

    Advancing age is associated with cognitive decline, which, however, remains a very heterogeneous phenomenon. Indeed, several extrinsic factors seem to modulate the effect of aging on cognition. Recently, several studies have provided evidence that the practice of video games could engender many benefits by favoring the maintenance of cognitive vitality in the elderly. This review of the literature aims to establish a precise inventory of the relations between the various types of video games and cognitive aging, including both sedentary video games (i.e., classics as well as brain training) and active video games (i.e., exergames). The largest benefits seem to be provided by exergames which combine game play with significant physical exercise. This article also tries to define the determinants of the training programs which could be responsible for the observed improvements.

  12. Violence in Brazilian schools: Analysis of the effect of the #Tamojunto prevention program for bullying and physical violence.

    PubMed

    Gusmões, Júlia D S P; Sañudo, Adriana; Valente, Juliana Y; Sanchez, Zila M

    2018-02-01

    A randomized controlled trial was conducted with 6637 7th- and 8th-grade students in 72 public schools in 6 Brazilian cities to evaluate the effects of the European drug prevention program Unplugged, called #Tamojunto in Brazil. This article evaluates the effects of #Tamojunto on the prevention of bullying and physical violence. Baseline data were collected from both intervention and control groups prior to program implementation. Follow-up data collection was performed 9 and 21 months later. Generalized estimating equations were used to evaluate changes in the reporting of receiving or practicing bullying and physical violence over time. The program was found to reduce the likelihood of receiving bullying, particularly in the stratum of girls aged 13-15 years at the 9-month follow-up time point. The effect was not sustained at 21 months. There was no significant effect for practicing bullying and for receiving or practicing physical violence. Copyright © 2017 The Foundation for Professionals in Services for Adolescents. Published by Elsevier Ltd. All rights reserved.

  13. Imaging's insights into human violence.

    PubMed

    Church, Elizabeth J

    2014-01-01

    Following every well-publicized act of incomprehensible violence, the news media rush to interview neighbors, family members, and experts in an attempt to discover what could have led an individual to commit such a barbarous act. Certain stock answers are reiterated: video games, bullying, violent films, mental illness, the availability of guns, and a society that is increasingly both anonymous and callous. Might imaging be one of the more valuable keys to unlocking the mysteries of violent, aggressive people? This article explores these questions and their complex answers in the context of violent individuals.

  14. The Effect of Online Violent Video Games on Levels of Aggression

    PubMed Central

    Hollingdale, Jack; Greitemeyer, Tobias

    2014-01-01

    Background In recent years the video game industry has surpassed both the music and video industries in sales. Currently violent video games are among the most popular video games played by consumers, most specifically First-Person Shooters (FPS). Technological advancements in game play experience including the ability to play online has accounted for this increase in popularity. Previous research, utilising the General Aggression Model (GAM), has identified that violent video games increase levels of aggression. Little is known, however, as to the effect of playing a violent video game online. Methods/Principal Findings Participants (N = 101) were randomly assigned to one of four experimental conditions; neutral video game—offline, neutral video game—online, violent video game—offline and violent video game—online. Following this they completed questionnaires to assess their attitudes towards the game and engaged in a chilli sauce paradigm to measure behavioural aggression. The results identified that participants who played a violent video game exhibited more aggression than those who played a neutral video game. Furthermore, this main effect was not particularly pronounced when the game was played online. Conclusions/Significance These findings suggest that both playing violent video games online and offline compared to playing neutral video games increases aggression. PMID:25391143

  15. Effects of Visual Game Experience on Auditory Processing Speed.

    PubMed

    Shin, Kyung Soon; Yim, Yoon Kyoung; Kim, Yuwon; Park, Soowon; Lee, Jun-Young

    2017-03-01

    Games are one of the fastest growing and most exciting forms of entertainment. Whether casual mobile game playing has a cognitive, physiological, or behavioral effect on players whose game use is not pathological is unknown. Here we explored whether preattentive auditory processing is linked to the behavioral inhibition system (BIS) in frequent and infrequent game players. A total of 74 subjects who were enrolled in our study were divided into two groups, 40 subjects were frequent gamers and 34 subjects were age-, gender-, IQ-, and education-matched infrequent gamers. All participants underwent a passive auditory oddball paradigm and completed the behavioral inhibition/behavioral activation system scales. The mismatch negativity (MMN) latency was shorter for the frequent gamers relative to the infrequent gamers, whereas no difference in MMN amplitude was found between groups. MMN amplitude was negatively associated with the degree of behavioral inhibition in the frequent and infrequent gaming group. We also found that those who frequently play games show an enhanced processing speed, which could be an effect of game practice. Greater behavioral inhibition induces increased vigilance, and this may have enhanced the MMN amplitude in the infrequent gamers. This differential pattern of correlations suggests that differences in the BIS could lead to different approaches to auditory information processing.

  16. Violence, violence prevention, and safety: a research agenda for South Africa.

    PubMed

    Ward, Catherine L; Artz, Lillian; Berg, Julie; Boonzaier, Floretta; Crawford-Browne, Sarah; Dawes, Andrew; Foster, Donald; Matzopoulos, Richard; Nicol, Andrew; Seekings, Jeremy; Van As, Arjan B Sebastian; Van der Spuy, Elrena

    2012-03-07

    Violence is a serious problem in South Africa with many effects on health services; it presents complex research problems and requires interdisciplinary collaboration. Two key meta-questions emerge: (i) violence must be understood better to develop effective interventions; and (ii) intervention research (evaluating interventions, assessing efficacy and effectiveness, how best to scale up interventions in resource-poor settings) is necessary. A research agenda to address violence is proposed.

  17. The Effect of Observing Parental Violence on Gender-Role Attitudes.

    ERIC Educational Resources Information Center

    Ulbrich, Patricia; Huber, Joan

    Results of a study to determine the effect of observing parental violence on attitudes about women's roles and the use of violence against women are reported. A national random sample of 1,092 women and 910 men were interviewed by telephone. Participants responded to questions such as: Did your father ever hit your mother? Did your mother ever hit…

  18. Action video game training reduces the Simon Effect.

    PubMed

    Hutchinson, Claire V; Barrett, Doug J K; Nitka, Aleksander; Raynes, Kerry

    2016-04-01

    A number of studies have shown that training on action video games improves various aspects of visual cognition including selective attention and inhibitory control. Here, we demonstrate that action video game play can also reduce the Simon Effect, and, hence, may have the potential to improve response selection during the planning and execution of goal-directed action. Non-game-players were randomly assigned to one of four groups; two trained on a first-person-shooter game (Call of Duty) on either Microsoft Xbox or Nintendo DS, one trained on a visual training game for Nintendo DS, and a control group who received no training. Response times were used to contrast performance before and after training on a behavioral assay designed to manipulate stimulus-response compatibility (the Simon Task). The results revealed significantly faster response times and a reduced cost of stimulus-response incompatibility in the groups trained on the first-person-shooter game. No benefit of training was observed in the control group or the group trained on the visual training game. These findings are consistent with previous evidence that action game play elicits plastic changes in the neural circuits that serve attentional control, and suggest training may facilitate goal-directed action by improving players' ability to resolve conflict during response selection and execution.

  19. Television Violence and Behavior: The Effects of Television Violence on Children.

    ERIC Educational Resources Information Center

    Crump, Charla A.

    Television violence and the impact it has on children is a growing concern in the world today. Although research indicates that violence on television triggers aggressive behavior in children, the characteristics of those children also need to be examined. Factors such as age, intellectual level, identification with television personalities, the…

  20. Television Violence and Its Effect on Young Children.

    ERIC Educational Resources Information Center

    Simmons, Betty Jo; Stalsworth, Kelly; Wentzel, Heather

    1999-01-01

    Examines research on television violence and links violence to specific programs commonly watched by young children. Maintains that television violence is related to aggressive behavior, lessened sensitivity to the results of violence, and increased fear. Examines public reactions to children's educational television programs. (Author/KB)

  1. The effects of exposure to violence and victimization across life domains on adolescent substance use.

    PubMed

    Wright, Emily M; Fagan, Abigail A; Pinchevsky, Gillian M

    2013-11-01

    This study uses longitudinal data from the Project on Human Development in Chicago Neighborhoods (PHDCN) to examine the effects of exposure to school violence, community violence, child abuse, and parental intimate partner violence (IPV) on youths' subsequent alcohol and marijuana use. We also examine the cumulative effects of being exposed to violence across these domains. Longitudinal data were obtained from 1,655 adolescents and their primary caregivers participating in the PHDCN. The effects of adolescents' exposure to various forms of violence across different life domains were examined relative to adolescents' frequency of alcohol and marijuana use three years later. Multivariate statistical models were employed to control for a range of child, parent, and family risk factors. Exposure to violence in a one-year period increased the frequency of substance use three years later, though the specific relationships between victimization and use varied for alcohol and marijuana use. Community violence and child abuse, but not school violence or exposure to IPV, were predictive of future marijuana use. None of the independent measures of exposure to violence significantly predicted future alcohol use. Finally, the accumulation of exposure to violence across life domains was detrimental to both future alcohol and marijuana use. The findings support prior research indicating that exposure to multiple forms of violence, across multiple domains of life, negatively impacts adolescent outcomes, including substance use. The findings also suggest that the context in which exposure to violence occurs should be considered in future research, since the more domains in which youth are exposed to violence, the fewer "safe havens" they have available. Finally, a better understanding of the types of violence youth encounter and the contexts in which these experiences occur can help inform intervention efforts aimed at reducing victimization and its negative consequences. Copyright

  2. The Effects of Exposure to Violence and Victimization across Life Domains on Adolescent Substance Use

    PubMed Central

    Wright, Emily M.; Fagan, Abigail A.; Pinchevsky, Gillian M.

    2013-01-01

    Objective This study uses longitudinal data from the Project on Human Development in Chicago Neighborhoods (PHDCN) to examine the effects of exposure to school violence, community violence, child abuse, and parental intimate partner violence (IPV) on youths’ subsequent alcohol and marijuana use. We also examine the cumulative effects of being exposed to violence across these domains. Methods Longitudinal data were obtained from 1,655 adolescents and their primary caregivers participating in the PHDCN. The effects of adolescents’ exposure to various forms of violence across different life domains were examined relative to adolescents’ frequency of alcohol and marijuana use three years later. Multivariate statistical models were employed to control for a range of child, parent, and family risk factors. Results Exposure to violence in a one-year period increased the frequency of substance use three years later, though the specific relationships between victimization and use varied for alcohol and marijuana use. Community violence and child abuse, but not school violence or exposure to IPV, were predictive of future marijuana use. None of the independent measures of exposure to violence significantly predicted future alcohol use. Finally, the accumulation of exposure to violence across life domains was detrimental to both future alcohol and marijuana use. Conclusion The findings support prior research indicating that exposure to multiple forms of violence, across multiple domains of life, negatively impacts adolescent outcomes, including substance use. The findings also suggest that the context in which exposure to violence occurs should be considered in future research, since the more domains in which youth are exposed to violence, the fewer “safe havens” they have available. Finally, a better understanding of the types of violence youth encounter and the contexts in which these experiences occur can help inform intervention efforts aimed at reducing

  3. Novel Approaches to Obesity Prevention: Effects of Game Enjoyment and Game Type on Energy Expenditure in Active Video Games

    PubMed Central

    Lyons, Elizabeth J.; Tate, Deborah F.; Komoski, Stephanie E.; Carr, Philip M.; Ward, Dianne S.

    2012-01-01

    Background Some active video games have been found to promote physical activity adherence because of enjoyment. However, many active games are exercise themed, which may interfere with the distracting properties that make game-based exercise more enjoyable than traditional exercise. This study compared exercise-themed and game-themed active games to investigate differences in energy expenditure and enjoyment. Method Young adults (N = 100, 50 female, 55 overweight, aged 18–35 years) played two of four Wii Fit games (one aerobic game and one balance game per person) for 10 min each. Of the two aerobic games, one was exercise themed (jogging) and the other was game themed (hula hooping). Both balance games were game themed. Energy expenditure and enjoyment were measured. Results After adjustment for gender and weight, aerobic games produced 2.70 kcal/kg-1/h-1 (95% confidence interval 2.41, 3.00) greater energy expenditure than balance games (p < .001), but balance games were more enjoyable (p < .001). In aerobic games, jogging produced greater energy expenditure than hula hooping in normal-weight and male participants (p < .001); in overweight and female participants, no differences were found (p > .17). Hula hooping was enjoyed more than jogging (p = .008). Enjoyment predicted energy expenditure in aerobic games (B = 0.767, p = .010). Conclusions Aerobic games produced greater energy expenditure but lower enjoyment than balance games, and a game-themed aerobic game was found more enjoyable than an exercise-themed aerobic game. Integrating more strenuous activity into entertaining games instead of games that simply simulate exercise may be a fruitful avenue for active game development. PMID:22920810

  4. Novel approaches to obesity prevention: effects of game enjoyment and game type on energy expenditure in active video games.

    PubMed

    Lyons, Elizabeth J; Tate, Deborah F; Komoski, Stephanie E; Carr, Philip M; Ward, Dianne S

    2012-07-01

    Some active video games have been found to promote physical activity adherence because of enjoyment. However, many active games are exercise themed, which may interfere with the distracting properties that make game-based exercise more enjoyable than traditional exercise. This study compared exercise-themed and game-themed active games to investigate differences in energy expenditure and enjoyment. Young adults (N = 100, 50 female, 55 overweight, aged 18-35 years) played two of four Wii Fit games (one aerobic game and one balance game per person) for 10 min each. Of the two aerobic games, one was exercise themed (jogging) and the other was game themed (hula hooping). Both balance games were game themed. Energy expenditure and enjoyment were measured. After adjustment for gender and weight, aerobic games produced 2.70 kcal/kg(-1)/h(-1) (95% confidence interval 2.41, 3.00) greater energy expenditure than balance games (p < .001), but balance games were more enjoyable (p < .001). In aerobic games, jogging produced greater energy expenditure than hula hooping in normal-weight and male participants (p < .001); in overweight and female participants, no differences were found (p > .17). Hula hooping was enjoyed more than jogging (p = .008). Enjoyment predicted energy expenditure in aerobic games (B = 0.767, p = .010). Aerobic games produced greater energy expenditure but lower enjoyment than balance games, and a game-themed aerobic game was found more enjoyable than an exercise-themed aerobic game. Integrating more strenuous activity into entertaining games instead of games that simply simulate exercise may be a fruitful avenue for active game development. © 2012 Diabetes Technology Society.

  5. Associations between violent video gaming, empathic concern, and prosocial behavior toward strangers, friends, and family members.

    PubMed

    Fraser, Ashley M; Padilla-Walker, Laura M; Coyne, Sarah M; Nelson, Larry J; Stockdale, Laura A

    2012-05-01

    Exposure to media violence, including violent video gaming, can have a cognitive desensitization effect, lowering empathic concern for others in need. Since emerging adulthood offers increased opportunities to volunteer, strengthen relationships, and initiate new relationships, decreases in empathic concern and prosocial behavior may prove inhibitive to optimal development during this time. For these reasons, the current study investigated associations between violent video gaming, empathic responding, and prosocial behavior enacted toward strangers, friends, and family members. Participants consisted of 780 emerging adults (M age = 19.60, SD = 1.86, range = 18–29, 69% female, 69% Caucasian) from four universities in the United States. Results showed small to moderate effects between playing violent video gaming and lowered empathic concern for both males and females. In addition, lowered empathic concern partially mediated the pathways between violent video gaming and prosocial behavior toward all three targets (at the level of a trend for females), but was most strongly associated with lower prosocial behavior toward strangers. Discussion highlights how violent video gaming is associated with lower levels of prosocial behavior through the mechanism of decreased empathic concern, how this association can affect prosocial behavior differently across target, and finally what implications this might have for development during emerging adulthood.

  6. Effectiveness of Game-Based Learning: Influence of Cognitive Style

    NASA Astrophysics Data System (ADS)

    Milovanović, Miloš; Minović, Miroslav; Kovačević, Ivana; Minović, Jelena; Starčević, Dušan

    Today students have grown up using devices like computers, mobile phones, and video consoles for almost any activity; from studies and work to entertainment or communication. Motivating them with traditional teaching methods such as lectures and written materials becomes more difficult daily. That is why digital games are becoming more and more considered to have a promising role in education process. We decided to conduct a study among university students. Purpose of that study was to try to find some empirical evidence to support the claim that educational games can be used as an effective form of teaching. We also invested an effort to measure effects of different teaching approaches with the respect of individual differences in cognitive styles. Initial results provide a good argument for use of educational games in teaching. In addition, we reported some influence of cognitive style on effectiveness of using educational games.

  7. The Effects of Applying Game-Based Learning to Webcam Motion Sensor Games for Autistic Students' Sensory Integration Training

    ERIC Educational Resources Information Center

    Li, Kun-Hsien; Lou, Shi-Jer; Tsai, Huei-Yin; Shih, Ru-Chu

    2012-01-01

    This study aims to explore the effects of applying game-based learning to webcam motion sensor games for autistic students' sensory integration training for autistic students. The research participants were three autistic students aged from six to ten. Webcam camera as the research tool wad connected internet games to engage in motion sensor…

  8. The Remedial Effect of a Biological Learning Game.

    ERIC Educational Resources Information Center

    Blum, Abraham

    1979-01-01

    Investigates the effectiveness of a structured learning game in overcoming learning difficulties encountered by Israeli students when studying the life cycles of fungi because of lack of structural conceptualization. The Fungi Life Cycle Game (FLCG) was used by undergraduate students enrolled in a phytopathology course. (HM)

  9. The student with a thousand faces: from the ethics in video games to becoming a citizen

    NASA Astrophysics Data System (ADS)

    Muñoz, Yupanqui J.; El-Hani, Charbel N.

    2012-12-01

    Video games, as technological and cultural artifacts of considerable influence in the contemporary society, play an important role in the construction of identities, just as other artifacts (e.g., books, newspapers, television) played for a long time. In this paper, we discuss this role by considering video games under two concepts, othering and technopoly, and focus on how these concepts demand that we deepen our understanding of the ethics of video games. We address here how the construction of identities within video games involves othering process, that is, processes through which, when signifying and identifying `Ourselves', we create and marginalize `Others'. Moreover, we discuss how video games can play an important role in the legitimation of the technopoly, understood as a totalitarian regime related to science, technology and their place in our societies. Under these two concepts, understanding the ethics of video games goes beyond the controversy about their violence. The main focus of discussion should lie in how the ethics of video games is related to their part in the formation of the players' citizenship. Examining several examples of electronic games, we consider how video games provide a rich experience in which the player has the opportunity to develop a practical wisdom ( phronesis), which can lead her to be a virtuous being. However, they can be also harmful to the moral experiences of the subjects when they show unethical contents related to othering processes that are not so clearly and openly condemned as violence, as in the cases of sexism, racism or xenophobia. Rather than leading us to conclude that video games needed to be banned or censored, this argument makes us highlight their role in the (science) education of critical, socially responsible, ethical, and politically active citizens, precisely because they encompass othering processes and science, technology, and society relationships.

  10. Barriers to Effective Implementation of Programs for the Prevention of Workplace Violence in Hospitals.

    PubMed

    Blando, James; Ridenour, Marilyn; Hartley, Daniel; Casteel, Carri

    2015-01-01

    Effective workplace violence (WPV) prevention programs are essential, yet challenging to implement in healthcare. The aim of this study was to identify major barriers to implementation of effective violence prevention programs. After reviewing the related literature, the authors describe their research methods and analysis and report the following seven themes as major barriers to effective implementation of workplace violence programs: a lack of action despite reporting; varying perceptions of violence; bullying; profit-driven management models; lack of management accountability; a focus on customer service; and weak social service and law enforcement approaches to mentally ill patients. The authors discuss their findings in light of previous studies and experiences and offer suggestions for decreasing WPV in healthcare settings. They conclude that although many of these challenges to effective implementation of workplace violence programs are both within the program itself and relate to broader industry and societal issues, creative innovations can address these issues and improve WPV prevention programs.

  11. Barriers to Effective Implementation of Programs for the Prevention of Workplace Violence in Hospitals.

    PubMed

    Blando, James; Ridenour, Marilyn; Hartley, Daniel; Casteel, Carri

    2014-12-04

    Effective workplace violence (WPV) prevention programs are essential, yet challenging to implement in healthcare. The aim of this study was to identify major barriers to implementation of effective violence prevention programs. After reviewing the related literature, the authors describe their research methods and analysis and report the following seven themes as major barriers to effective implementation of workplace violence programs: a lack of action despite reporting; varying perceptions of violence; bullying; profit-driven management models; lack of management accountability; a focus on customer service; and weak social service and law enforcement approaches to mentally ill patients. The authors discuss their findings in light of previous studies and experiences and offer suggestions for decreasing WPV in healthcare settings. They conclude that although many of these challenges to effective implementation of workplace violence programs are both within the program itself and relate to broader industry and societal issues, creative innovations can address these issues and improve WPV prevention programs.

  12. Children's Exposure to Violence: The Underlying Effect of Posttraumatic Stress Symptoms on Behavior Problems.

    PubMed

    Yoon, Susan; Steigerwald, Stacey; Holmes, Megan R; Perzynski, Adam T

    2016-02-01

    In this study we investigated whether witnessing violence and violence victimization were associated with children's internalizing and externalizing behavior problems and examined the mediating role of posttraumatic stress (PTS) symptoms in these relationships. Secondary data analysis was conducted using 3 waves of data from the National Survey of Child and Adolescent Well-Being. Path analyses were conducted to test direct and indirect effects of violence exposure on behavior problems, using 2,064 children (ages 8-15 years) reported to Child Protective Services for maltreatment. Being a victim of violence in the home was directly associated with more internalizing (β = .06, p = .007) and externalizing behavior problems (β = .07, p = .002), whereas witnessing violence was not directly related to either internalizing (β = .04, p = .056) or externalizing behavior problems (β = .03, p = .130). PTS symptoms mediated the effects of witnessing violence and violence victimization on internalizing behavior problems (β = .02, p = .002). Our findings suggest that PTS symptoms may be a mechanism underlying the association between violence exposure and internalizing behavior problems (R(2) = .23), underscoring the potential importance of assessing PTS symptoms and providing targeted trauma-focused interventions for children exposed to violence at home. Copyright © 2016 International Society for Traumatic Stress Studies.

  13. Prevalence and risk factors of violence among elementary school children in Cairo.

    PubMed

    Ez-Elarab, Hanan S; Sabbour, Sahar M; Gadallah, Mohsen A; Asaad, Tarek A

    2007-01-01

    School violence is a growing problem that has received widespread attention. Violent behavior for elementary school children is primarily expressed as physical or verbal aggression. Various factors contribute to violent and aggression by children at homes, schools or individual risk factors. The aim of the present study is to measure the prevalence of violence, risk factors, and different forms among elementary school children, to identify consequence of violent exposure and children with abnormal behavior score. A cross-sectional study was done enrolling a total of 500 elementary students from two mixed schools (private and public) 250 from each in North Cairo Educational Zone. Data collected from students, parents and teachers were: violence behavior, home and family atmosphere, peer relation, exposure to violence at school; being victimized, witness, or initiator, and other risk factors. Standardized questionnaires were used as Achenback Child Behavior checklist, parent and teacher forms of Strength and Difficulty questionnaires (SDQ), and developmental history of child. Monthly grades of students, IQ assessment, physical examination of students were recorded. Prevalence of different forms of violence was higher in public school than private; physical violence 76%, 62% respectively. All forms of violence were higher among boys. Living with a single parent (OR = 2.3), absence of an attachment figure (OR = 13.6), instrumental delivery or cesarean section (OR = 1.9), corporal punishment (OR = 3), violent video games preference (OR = 2.5), exposure to verbal aggression (OR = 3), relations with aggressive peers (OR = 3) were risk factors for violence. Teacher's report of SDQ revealed abnormal score of student's behavior in (32.4%) and (22%) students of public and private schools respectively. The most frequent problems revealed by SDQ among victimized students of both schools was conduct problems (64.7%) in teacher's report and peer relation problems 93.6% in parent

  14. Effects of Trait Hostility, Mapping Interface, and Character Identification on Aggressive Thoughts and Overall Game Experience After Playing a Violent Video Game.

    PubMed

    Jung, Younbo; Park, Namkee; Lee, Kwan Min

    2015-12-01

    This study investigated the effects of trait-level hostility, interface types, and character identification on aggressive thoughts and overall game experience after playing a violent video game. Results showed that the mapping interface made participants with high trait-level hostility more readily accessible to aggressive contracts, yet it did not have any significant impact for participants with low trait-level hostility. Participants with low trait-level hostility reported more positive game experience in the mapping interface condition, while participants with high trait-level hostility in the same condition reported more negative game experience. Results also indicated that character identification has moderating effects on activating aggressive thoughts and mediating effects on overall game experience. Implications regarding possible ways of reducing potentially negative outcomes from violent games are discussed.

  15. Family Violence.

    ERIC Educational Resources Information Center

    Emery, Robert E.

    1989-01-01

    Researchers and policymakers have begun to recognize the extent and severity of family violence, particularly its effects on children. But there is much disagreement about the definition of violence, its development, the consequences for victims, and the most effective avenues for intervention. Advances recommendations for further research.…

  16. Motivational Effect of Web-Based Simulation Game in Teaching Operations Management

    ERIC Educational Resources Information Center

    Nguyen, Tung Nhu

    2015-01-01

    Motivational effects during a simulated educational game should be studied because a general concern of lecturers is motivating students and increasing their knowledge. Given advances in internet technology, traditional short in-class games are being substituted with long web-based games. To maximize the benefits of web-based simulation games, a…

  17. "Campus Craft": A Game for Sexual Assault Prevention in Universities.

    PubMed

    Jozkowski, Kristen N; Ekbia, Hamid R

    2015-04-01

    Sexual assault is prevalent among college students. In response, universities have implemented prevention education initiatives. These interventions, however, often ignore the broader sociocultural context in which sexual violence occurs. This calls for innovative approaches in prevention education, which address the broader context. Computer games provide such an opportunity by providing simulated real-life scenarios, nonlinear narratives, and an interactive medium. We report the development and pilot testing of "Campus Craft," a game prototype that focuses, among other things, on sexual assault prevention. The prototype was developed through a participatory design process; students, educators, and subject matter experts helped design and develop scenarios, game mechanics, and learning objectives. The prototype was evaluated by college students (n=141) in a multi-method approach. The evaluation encompassed issues of usability, game mechanics, attitudes, and learning outcomes. Findings indicated that participants rated various aspects of the game positively. Additionally, use of "Campus Craft" contributed to differences in student learning of prevention concepts between the pre- and post-test such that students scored higher on the post-test. Findings demonstrate that, on average, students learned several core concepts related to sexual consent and rape culture through gameplay. Results suggest that computer-based gaming may be a viable avenue for sexual assault prevention education. Findings demonstrate that this approach could be effective in increasing student knowledge and understanding of factors that contribute to sexual assault in college. Future research is needed to corroborate findings and better understand the feasibility of using this approach among larger samples of college students.

  18. Video games use patterns and parenteral supervision in a clinical sample of Hispanic adolescents 13-17 years old.

    PubMed

    Colón-de Martí, Luz N; Rodríguez-Figueroa, Linnette; Nazario, Lelis L; Gutiérrez, Roberto; González, Alexis

    2012-01-01

    Video games have become a popular entertainment among adolescents. Although some video games are educational, there are others with high content of violence and the potential for other harmful effects. Lack of appropriate supervision of video games use during adolescence, a crucial stage of development, may lead to serious behavioral consequences in some adolescents. There is also concern about time spent playing video games and the subsequent neglect of more developmentally appropriate activities, such as completing academic tasks. Self-administered questionnaires were used to assess video game use patterns and parental supervision among 55 adolescent patients 13-17 years old (mean age 14.4 years; 56.4% males) and their parents. Parental supervision /monitoring of the adolescents video games use was not consistent and gender related differences were found regarding their video game use. Close to one third (32%) of the participants reported video game playing had interfered with their academic performance. Parents who understood video games rating system were more likely to prohibit their use due to rating. These findings underscore the need for clear and consistently enforced rules and monitoring of video games use by adolescents. Parents need to be educated about the relevance of their supervision, video games content and rating system; so they will decrease time playing and exposure to potentially harmful video games. It also supports the relevance of addressing supervision, gender-based parental supervisory styles, and patterns of video games use in the evaluation and treatment of adolescents.

  19. Serious Games and Learning Effectiveness: The Case of "It's a Deal!"

    ERIC Educational Resources Information Center

    Guillen-Nieto, Victoria; Aleson-Carbonell, Marian

    2012-01-01

    Although the value of serious games in education is undeniable and the potential benefits of using video games as ideal companions to classroom instruction is unquestionable, there is still little consensus on the game features supporting learning effectiveness, the process by which games engage learners, and the types of learning outcomes that…

  20. Gender and cultural effects on perception of psychological violence in the partner.

    PubMed

    Delgado Álvarez, Carmen; Estrada Aranda, Benito; López Huerto, José A

    2015-01-01

    Studies reporting similar figures of couple (man-woman) violence and works questioning the validity of the instruments employed have generated controversy about the conceptualization of this construct. One of the critical issues is the different ways of perceiving violence between men and women, as well as its nature in the cultural context. This may affect self-reported answers. A questionnaire evaluating the degree of violence perceived in ten kinds of psychological partner abuse was applied. 1750 students from Spain and Mexico, all of them randomly selected, completed it. Through MANOVA, greater perception of violence in the Spanish sample than in the Mexican one was obtained; in both countries, there was a greater perception in women than in men. Effects of gender-culture interaction were obtained in four dimensions: Isolation, Sexual Pressure, Emotional Manipulation, and Dominance. Multidimensional scaling showed two perceived dimensions: (1) "Proactive-Passive Tactics", stronger in the Spanish culture and (2) "Punitive-Emotional Tactics", stronger in the Mexican culture. These results confirm gender-culture effects in perception of psychological violence in the partner.

  1. Reward system and temporal pole contributions to affective evaluation during a first person shooter video game.

    PubMed

    Mathiak, Krystyna A; Klasen, Martin; Weber, René; Ackermann, Hermann; Shergill, Sukhwinder S; Mathiak, Klaus

    2011-07-12

    Violent content in video games evokes many concerns but there is little research concerning its rewarding aspects. It was demonstrated that playing a video game leads to striatal dopamine release. It is unclear, however, which aspects of the game cause this reward system activation and if violent content contributes to it. We combined functional Magnetic Resonance Imaging (fMRI) with individual affect measures to address the neuronal correlates of violence in a video game. Thirteen male German volunteers played a first-person shooter game (Tactical Ops: Assault on Terror) during fMRI measurement. We defined success as eliminating opponents, and failure as being eliminated themselves. Affect was measured directly before and after game play using the Positive and Negative Affect Schedule (PANAS). Failure and success events evoked increased activity in visual cortex but only failure decreased activity in orbitofrontal cortex and caudate nucleus. A negative correlation between negative affect and responses to failure was evident in the right temporal pole (rTP). The deactivation of the caudate nucleus during failure is in accordance with its role in reward-prediction error: it occurred whenever subject missed an expected reward (being eliminated rather than eliminating the opponent). We found no indication that violence events were directly rewarding for the players. We addressed subjective evaluations of affect change due to gameplay to study the reward system. Subjects reporting greater negative affect after playing the game had less rTP activity associated with failure. The rTP may therefore be involved in evaluating the failure events in a social context, to regulate the players' mood.

  2. The Effects of Gender-based Violence on Women’s Unwanted Pregnancy and Abortion

    PubMed Central

    McCloskey, Laura A.

    2016-01-01

    The aim of this research is to understand how gender-based violence across the life-course affects the likelihood of abortion. Women outpatients (n = 309) revealed their exposure to four different forms of gender-based abuse: child sexual abuse (25.7 percent), teenage physical dating violence (40.8 percent), intimate partner violence (43.1 percent), and sexual assault outside an intimate relationship (22 percent). Logistic regressions revealed that no single form of gender-based abuse predicted abortion. The cumulative effect of multiple forms of abuse did increase the odds of having an abortion (OR = 1.39, CI = 1.13-1.69). Child sexual abuse predicted intimate partner violence (OR = 6.71, CI = 3.36-13.41). The cumulative effect of gender-based violence on women’s reproductive health warrants further research. Priority should be given to screening for multiple forms of victimization in reproductive healthcare settings. PMID:27354842

  3. The Relative Effects of Intimate Partner Physical and Sexual Violence on Post-Traumatic Stress Disorder Symptomatology

    PubMed Central

    Bennice, Jennifer A.; Resick, Patricia A.; Mechanic, Mindy; Astin, Millie

    2010-01-01

    This study examined the relative effects of intimate partner physical and sexual violence on Post-Traumatic Stress Disorder (PTSD) symptomatology. Severity of physical and sexual violence as well as PTSD severity were assessed in a sample of 62 help-seeking battered women. The results of this study were consistent with prior research, finding significant and positive relationships between physical and sexual violence as well as sexual violence and PTSD symptoms. In order to further clarify these relationships, the unique effects of sexual violence on PTSD were examined after controlling for physical violence severity. Results indicated that sexual violence severity explained a significant proportion of the variance in PTSD severity beyond that which was already accounted for by physical violence severity. These findings have important implications for mental health and social service professionals who work with battered women. PMID:12733621

  4. "Games Are Made for Fun": Lessons on the Effects of Concept Maps in the Classroom Use of Computer Games

    ERIC Educational Resources Information Center

    Charsky, Dennis; Ressler, William

    2011-01-01

    Does using a computer game improve students' motivation to learn classroom material? The current study examined students' motivation to learn history concepts while playing a commercial, off-the-shelf computer game, Civilization III. The study examined the effect of using conceptual scaffolds to accompany game play. Students from three ninth-grade…

  5. Heavy Alcohol Use and Dating Violence Perpetration During Adolescence: Family, Peer and Neighborhood Violence as Moderators

    PubMed Central

    Foshee, Vangie A.; Bauer, Daniel J.; Ennett, Susan T.

    2014-01-01

    We examined the hypothesis that family, peer and neighborhood violence would moderate relations between heavy alcohol use and adolescent dating violence perpetration such that relations would be stronger for teens in violent contexts. Random coefficients growth models were used to examine the main and interaction effects of heavy alcohol use and four measures of violence (family violence, friend dating violence, friend peer violence and neighborhood violence) on levels of physical dating violence perpetration across grades 8 through 12. The effects of heavy alcohol use on dating violence tended to diminish over time and were stronger in the spring than in the fall semesters. Consistent with hypotheses, across all grades, relations between heavy alcohol use and dating violence were stronger for teens exposed to higher levels of family violence and friend dating violence. However, neither friend peer violence nor neighborhood violence moderated relations between alcohol use and dating violence. Taken together, findings suggest that as adolescents grow older, individual and contextual moderators may play an increasingly important role in explaining individual differences in relations between alcohol use and dating violence. Implications for the design and evaluation of dating abuse prevention programs are discussed. PMID:21494801

  6. Heavy alcohol use and dating violence perpetration during adolescence: family, peer and neighborhood violence as moderators.

    PubMed

    McNaughton Reyes, Heathe Luz; Foshee, Vangie A; Bauer, Daniel J; Ennett, Susan T

    2012-08-01

    We examined the hypothesis that family, peer and neighborhood violence would moderate relations between heavy alcohol use and adolescent dating violence perpetration such that relations would be stronger for teens in violent contexts. Random coefficients growth models were used to examine the main and interaction effects of heavy alcohol use and four measures of violence (family violence, friend dating violence, friend peer violence and neighborhood violence) on levels of physical dating violence perpetration across grades 8 through 12. The effects of heavy alcohol use on dating violence tended to diminish over time and were stronger in the spring than in the fall semesters. Consistent with hypotheses, across all grades, relations between heavy alcohol use and dating violence were stronger for teens exposed to higher levels of family violence and friend dating violence. However, neither friend peer violence nor neighborhood violence moderated relations between alcohol use and dating violence. Taken together, findings suggest that as adolescents grow older, individual and contextual moderators may play an increasingly important role in explaining individual differences in relations between alcohol use and dating violence. Implications for the design and evaluation of dating abuse prevention programs are discussed.

  7. The impact of violence on children.

    PubMed

    Osofsky, J D

    1999-01-01

    Existing research on the effects of children's exposure to violence covers a broad range of community, family, and media violence. This research is relevant and useful to an examination of domestic violence in two key ways. First, understanding how exposure to various types of violence affects children and what best enables them to cope can point to important considerations when trying to help children cope with exposure to domestic violence in particular. And second, many families experiencing domestic violence are exposed to other types of violence as well. Exposure to violence on multiple levels can affect the parents' behavior and can compound the effects on children. This article begins with an overview of the extent of children's exposure to various types of violence, and then examines what is known about the effects of this exposure across the developmental continuum. Key protective factors for children exposed to violence are examined. Research indicates that the most important resource protecting children from the negative effects of exposure to violence is a strong relationship with a competent, caring, positive adult, most often a parent. Yet, when parents are themselves witnesses to or victims of violence, they may have difficulty fulfilling this role. In the final section, directions for future research are discussed.

  8. Effects of Cyberbullying Experience and Cyberbullying Tendency on School Violence in Early Adolescence

    PubMed Central

    Cho, Mi-Kyoung; Kim, Miyoung

    2017-01-01

    Background: School violence in early adolescence, whose frequency and status have recently changed significantly. Objective: This study attempts to detect the cyber bullying inclination of youth in early adolescence when aggressiveness reaches its peak, to identify school violence, and to develop a school violence prevention program. Method: This study was a survey research, investigating participants who were 470 middle school students in South Korea. For the analysis, independent t-test, one-way ANOVA and hierarchical regression analysis. Results: It is suggested that the school violence victimization experience and cyber bullying infliction experience has an influence in the school violence infliction. And the cyber bullying victimization experience and school violence victimization experience variables exert effects. Conclusion: The results of this study suggest that school nurses who are connecting to the community-school-home should take an active part in the development of school violence mediation education program, considering the cultural characteristics of the country. PMID:29081871

  9. Sources, incidence and effects of non-physical workplace violence against nurses in Ghana.

    PubMed

    Boafo, Isaac Mensah; Hancock, Peter; Gringart, Eyal

    2016-04-01

    To document the incidence, sources and effects of workplace verbal abuse and sexual harassment against Ghanaian nurses. A cross-sectional study was conducted in Ghana from 2013-2014 which surveyed 592 professional nurses and midwives working in public hospitals in Ghana using the health sector violence questionnaire. The majority of participants were females (80%). The average age of participants was 31·76 years and the average number of years practising as nurse was 7·38. Twelve per cent of the participants experienced at least one incident of sexual harassment and 52·2% were exposed to verbal abuse. The majority of perpetrators of sexual harassment were medical doctors (50%). Relatives of patients emerged as the most frequent verbal abusers (45·5%). Chi-square test showed statistically significant associations between gender and workplace violence and between workplace violence and intention to quit the nursing profession. The effects of workplace violence ranged from having disturbing memories about the incident to being 'super alert' and vigilant. Establishing the incidence of workplace violence is a necessary step towards addressing the problem. It is concluded that educational programs must be designed for healthcare workers and the general public to foster awareness of the effects of workplace violence. Clear policies must also be instituted to address the problem.

  10. Alternatives to Violence.

    ERIC Educational Resources Information Center

    Children Today, 1994

    1994-01-01

    Notes that our capacity to diffuse conflict rests in our ability to recognize and verbalize feelings, develop empathy, and think of alternatives to violence. Explores the influence of role models and culture on violence and how the media can use violent images effectively in helping us confront a culture of violence. (HTH)

  11. Digital Game Playing and Direct and Indirect Aggression in Early Adolescence: The Roles of Age, Social Intelligence, and Parent-Child Communication

    ERIC Educational Resources Information Center

    Wallenius, Marjut; Punamaki, Raija-Leena; Rimpela, Arja

    2007-01-01

    The roles of age, social intelligence and parent-child communication in moderating the association between digital game playing and direct and indirect aggression were examined in 478 Finnish 10- and 13-year-old schoolchildren based on self-reports. The results confirmed that digital game violence was directly associated with direct aggression,…

  12. Cutting film violence: effects on perceptions, enjoyment, and arousal.

    PubMed

    Berry, M; Gray, T; Donnerstein, E

    1999-10-01

    The authors investigated the effects of cutting specific graphic scenes of film violence on self-reports of arousal, enjoyability, and perceptions of violence among a sample of U.S. students. In 3 studies, they varied film exposure from 1 1/2 min in the 1st study to a complete motion picture (American vs. British version of same film) in the 3rd. In all 3 studies, the participants rated the cut versions as less violent than the uncut versions. The participants distinguished quite subtle differences in levels of violence, even when the cuts were minor and contextualized within an entire movie. Cutting the movie significantly increased its enjoyability for the women; for the men, there was no significant difference. Cutting violent films made no difference in arousal for the men but substantially lowered self-report levels of arousal for the women.

  13. 25 CFR 291.15 - How long do Class III gaming procedures remain in effect?

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... 25 Indians 1 2010-04-01 2010-04-01 false How long do Class III gaming procedures remain in effect... ENTERPRISES CLASS III GAMING PROCEDURES § 291.15 How long do Class III gaming procedures remain in effect? Class III gaming procedures remain in effect for the duration specified in the procedures or until...

  14. Rapid cross platform healthcare gaming design and implementation: The cost effective methodology.

    PubMed

    Zhang, Melvyn W B; Ho, Roger C M

    2016-11-14

    There have been massive advances in E-Health and M-Health technology, with recent interest in the utility of games for healthcare and the promotion of well-being and recovery as well as patient empowerment. There has been various review demonstrating the clinical effectiveness and efficacy of games for healthcare. It is the aim of this technical note to illustrate how appropriate gaming engines could be used by non-expert clinicians to program games that could run across various platforms, as well as games that could integrate well with existing mechanical sensors. This would address the limitations with regards to the evidence base of games, as well as the limitations in the deployment of games to various participants. More importantly, games designed are also more likely to be cost-effective and lower in cost. The ability of integration with existing mechanical sensors would value-add existing games and enable recovery and remediation in various domains of health. This would further expand the potential of games as an adjunctive treatment for patients, or at least, to maintain the gains that they have made in their recovery process.

  15. Effects of Game Technology on Elementary Student Learning in Mathematics

    ERIC Educational Resources Information Center

    Shin, Namsoo; Sutherland, LeeAnn M.; Norris, Cathleen A.; Soloway, Elliot

    2012-01-01

    This paper reports the effects of game technology on student learning in mathematics as investigated in two data sets collected from slightly different subjects. In the first, 41 second graders (7 or 8 years old) from two classes used either a technology-based game or a paper-based game for 5 weeks. For the next 13 weeks, both classes used a…

  16. Effects of Socioeconomic Status and Social Support on Violence against Pregnant Women: A Structural Equation Modeling Analysis

    PubMed Central

    Schraiber, Lilia Blima; Bettiol, Heloisa; Barbieri, Marco Antônio

    2017-01-01

    Few studies have used structural equation modeling to analyze the effects of variables on violence against women. The present study analyzed the effects of socioeconomic status and social support on violence against pregnant women who used prenatal services. This was a cross-sectional study based on data from the Brazilian Ribeirão Preto and São Luís birth cohort studies (BRISA). The sample of the municipality of São Luís (Maranhão/Brazil) consisted of 1,446 pregnant women interviewed in 2010 and 2011. In the proposed model, socioeconomic status was the most distal predictor, followed by social support that determined general violence, psychological violence or physical/sexual violence, which were analyzed as latent variables. Violence was measured by the World Health Organization Violence against Women (WHO VAW) instrument. The São Luis model was estimated using structural equation modeling and validated with 1,378 pregnant women from Ribeirão Preto (São Paulo/Brazil). The proposed model showed good fit for general, psychological and physical/sexual violence for the São Luís sample. Socioeconomic status had no effect on general or psychological violence (p>0.05), but pregnant women with lower socioeconomic status reported more episodes of physical/sexual violence (standardized coefficient, SC = -0.136; p = 0.021). This effect of socioeconomic status was indirect and mediated by low social support (SC = -0.075; p<0.001). Low social support was associated with more episodes of general, psychological and physical/sexual violence (p<0.001). General and psychological violence indistinctly affected pregnant women of different socioeconomic status. Physical/sexual violence was more common for pregnant women with lower socioeconomic status and lower social support. Better social support contributed to reduction of all types of violence. Results were nearly the same for the validation sample of Ribeirão Preto except that SES was not associated with physical

  17. Effects of Socioeconomic Status and Social Support on Violence against Pregnant Women: A Structural Equation Modeling Analysis.

    PubMed

    Ribeiro, Marizélia Rodrigues Costa; Silva, Antônio Augusto Moura da; Alves, Maria Teresa Seabra Soares de Britto E; Batista, Rosângela Fernandes Lucena; Ribeiro, Cecília Cláudia Costa; Schraiber, Lilia Blima; Bettiol, Heloisa; Barbieri, Marco Antônio

    2017-01-01

    Few studies have used structural equation modeling to analyze the effects of variables on violence against women. The present study analyzed the effects of socioeconomic status and social support on violence against pregnant women who used prenatal services. This was a cross-sectional study based on data from the Brazilian Ribeirão Preto and São Luís birth cohort studies (BRISA). The sample of the municipality of São Luís (Maranhão/Brazil) consisted of 1,446 pregnant women interviewed in 2010 and 2011. In the proposed model, socioeconomic status was the most distal predictor, followed by social support that determined general violence, psychological violence or physical/sexual violence, which were analyzed as latent variables. Violence was measured by the World Health Organization Violence against Women (WHO VAW) instrument. The São Luis model was estimated using structural equation modeling and validated with 1,378 pregnant women from Ribeirão Preto (São Paulo/Brazil). The proposed model showed good fit for general, psychological and physical/sexual violence for the São Luís sample. Socioeconomic status had no effect on general or psychological violence (p>0.05), but pregnant women with lower socioeconomic status reported more episodes of physical/sexual violence (standardized coefficient, SC = -0.136; p = 0.021). This effect of socioeconomic status was indirect and mediated by low social support (SC = -0.075; p<0.001). Low social support was associated with more episodes of general, psychological and physical/sexual violence (p<0.001). General and psychological violence indistinctly affected pregnant women of different socioeconomic status. Physical/sexual violence was more common for pregnant women with lower socioeconomic status and lower social support. Better social support contributed to reduction of all types of violence. Results were nearly the same for the validation sample of Ribeirão Preto except that SES was not associated with physical

  18. Effects of exposure to rocket attacks on adolescent distress and violence: a 4-year longitudinal study.

    PubMed

    Henrich, Christopher C; Shahar, Golan

    2013-06-01

    The effects of Israeli adolescents' exposure to rocket attacks over time were examined, focusing on anxiety, depression, aggression, and violence commission. A sample of 362 adolescents from southern Israel was followed from 2008 through 2011 with four annual assessments. Measures included exposure to rocket attacks (gauging whether children were affected by rocket attacks, both directly and indirectly, through friends and family), anxiety (items from the State Anxiety Inventory), depression (the Center for Epidemiological Studies Child Depression Scale), aggression (the Orpinas Aggression Scale), and violence commission (from the Social and Health Assessment). Concurrent and longitudinal findings differed. Wave 1 exposure to rockets attacks was associated with Wave 1 anxiety, depression, and aggression. Longitudinal results evinced only modest effects of exposure on anxiety and depression, no effects on aggression, but robust effects on violence commission. Exposure to terror attacks before the study predicted increased odds of violence commission at the fourth and final wave, controlling for violence commission at the first, second, and third wave. Exposure to rocket attacks in the second wave predicted increased odds of violence commission at the third wave. This is the first longitudinal study attesting to the prospective longitudinal effect of exposure to terrorism on adolescent violence. Findings should serve as a red flag for health care practitioners working in civil areas afflicted by terrorism and political violence. Copyright © 2013 American Academy of Child and Adolescent Psychiatry. Published by Elsevier Inc. All rights reserved.

  19. The influence of violent and nonviolent computer games on implicit measures of aggressiveness.

    PubMed

    Bluemke, Matthias; Friedrich, Monika; Zumbach, Joerg

    2010-01-01

    We examined the causal relationship between playing violent video games and increases in aggressiveness by using implicit measures of aggressiveness, which have become important for accurately predicting impulsive behavioral tendencies. Ninety-six adults were randomly assigned to play one of three versions of a computer game that differed only with regard to game content (violent, peaceful, or abstract game), or to work on a reading task. In the games the environmental context, mouse gestures, and physiological arousal-as indicated by heart rate and skin conductance-were kept constant. In the violent game soldiers had to be shot, in the peaceful game sunflowers had to be watered, and the abstract game simply required clicking colored triangles. Five minutes of play did not alter trait aggressiveness, yet an Implicit Association Test detected a change in implicit aggressive self-concept. Playing a violent game produced a significant increase in implicit aggressive self-concept relative to playing a peaceful game. The well-controlled study closes a gap in the research on the causality of the link between violence exposure in computer games and aggressiveness with specific regard to implicit measures. We discuss the significance of importing recent social-cognitive theory into aggression research and stress the need for further development of aggression-related implicit measures.

  20. Effect of Screening for Partner Violence on Women's Quality of Life

    PubMed Central

    Klevens, Joanne; Kee, Romina; Trick, William; Garcia, Diana; Angulo, Francisco R.; Jones, Robin; Sadowski, Laura S.

    2015-01-01

    Context Although partner violence screening has been endorsed by many health organizations, there is insufficient evidence that it has beneficial health outcomes. Objective To determine the effect of computerized screening for partner violence plus provision of a partner violence resource list vs provision of a partner violence list only on women's health in primary care settings, compared with a control group. Design, Setting, and Participants A 3-group blinded randomized controlled trial at 10 primary health care centers in Cook County, Illinois. Participants were enrolled from May 2009–April 2010 and reinterviewed 1 year (range, 48–56 weeks) later. Participants were English- or Spanish-speaking women meeting specific inclusion criteria and seeking clinical services at study sites. Of 3537 women approached, 2727 were eligible, 2708 were randomized (99%), and 2364 (87%) were recontacted 1 year later. Mean age of participants was 39 years. Participants were predominantly non-Latina African American (55%) or Latina (37%), had a high school education or less (57%), and were uninsured (57%). Intervention Randomization into 3 intervention groups: (1) partner violence screen (using the Partner Violence Screen instrument) plus a list of local partner violence resources if screening was positive (n=909); (2) partner violence resource list only without screen (n=893); and (3) no-screen, no-partner violence list control group (n=898). Main Outcome Measures Quality of life (QOL, physical and mental health components) was the primary outcome, measured on the 12-item Short Form (scale range 0–100, mean of 50 for US population). Results At 1-year follow-up, there were no significant differences in the QOL physical health component between the screen plus partner violence resource list group (n=801; mean score, 46.8; 95% CI, 46.1–47.4), the partner violence resource list only group (n=772; mean score, 46.4; 95% CI, 45.8–47.1), and the control group (n=791; mean score

  1. Simulations and Social Empathy: Domestic Violence Education in the New Millennium.

    PubMed

    Adelman, Madelaine; Rosenberg, Karen E; Hobart, Margaret

    2016-10-01

    When teaching about domestic violence, we hope that our students will be moved to act and organize against it within a social justice framework. We argue that instructional simulations can be used to inspire students to do so. Instructional simulations and gaming tools have been part of higher education pedagogical tool kits since at least the 1960s. Yet it is only recently that a domestic violence resource exists that reflects the interdisciplinary, interactive, and empathy-building orientation of feminist pedagogy. Drawing on the concept of "social empathy," we analyze the potential of the instructional simulation "In Her Shoes," developed by the Washington State Coalition Against Domestic Violence, to help students gain knowledge of and empathy for the constrained choices facing battered women, understand the frequent disjuncture between leaving and safety, and close the gap between cultural perceptions and lived realities. © The Author(s) 2016.

  2. An update on the effects of playing violent video games.

    PubMed

    Anderson, Craig A

    2004-02-01

    This article presents a brief overview of existing research on the effects of exposure to violent video games. An updated meta-analysis reveals that exposure to violent video games is significantly linked to increases in aggressive behaviour, aggressive cognition, aggressive affect, and cardiovascular arousal, and to decreases in helping behaviour. Experimental studies reveal this linkage to be causal. Correlational studies reveal a linkage to serious, real-world types of aggression. Methodologically weaker studies yielded smaller effect sizes than methodologically stronger studies, suggesting that previous meta-analytic studies of violent video games underestimate the true magnitude of observed deleterious effects on behaviour, cognition, and affect.

  3. Reward system and temporal pole contributions to affective evaluation during a first person shooter video game

    PubMed Central

    2011-01-01

    Background Violent content in video games evokes many concerns but there is little research concerning its rewarding aspects. It was demonstrated that playing a video game leads to striatal dopamine release. It is unclear, however, which aspects of the game cause this reward system activation and if violent content contributes to it. We combined functional Magnetic Resonance Imaging (fMRI) with individual affect measures to address the neuronal correlates of violence in a video game. Results Thirteen male German volunteers played a first-person shooter game (Tactical Ops: Assault on Terror) during fMRI measurement. We defined success as eliminating opponents, and failure as being eliminated themselves. Affect was measured directly before and after game play using the Positive and Negative Affect Schedule (PANAS). Failure and success events evoked increased activity in visual cortex but only failure decreased activity in orbitofrontal cortex and caudate nucleus. A negative correlation between negative affect and responses to failure was evident in the right temporal pole (rTP). Conclusions The deactivation of the caudate nucleus during failure is in accordance with its role in reward-prediction error: it occurred whenever subject missed an expected reward (being eliminated rather than eliminating the opponent). We found no indication that violence events were directly rewarding for the players. We addressed subjective evaluations of affect change due to gameplay to study the reward system. Subjects reporting greater negative affect after playing the game had less rTP activity associated with failure. The rTP may therefore be involved in evaluating the failure events in a social context, to regulate the players' mood. PMID:21749711

  4. The effect of poor parenting on male and female dating violence perpetration and victimization.

    PubMed

    Tyler, Kimberly A; Brownridge, Douglas A; Melander, Lisa A

    2011-01-01

    This study examines the effects of poor parenting on dating violence perpetration and victimization among approximately 900 males and females from the National Longitudinal Survey of Adolescent Health (Add Health). Results revealed that more physical abuse and low parental warmth were linked to greater substance use and higher rates of delinquency. In addition, low parental warmth, more neglect, and greater delinquency had positive direct effects on dating violence perpetration, whereas more physical abuse, low parental warmth, and increased delinquency were all positively associated with dating violence victimization. Finally, delinquency mediated the link between low parental warmth and dating violence perpetration and victimization. The results provide some support for both social learning theory and an antisocial orientation perspective.

  5. Effects of Exposure to Community Violence and Family Violence on School Functioning Problems among Urban Youth: The Potential Mediating Role of Posttraumatic Stress Symptoms

    PubMed Central

    McGill, Tia M.; Self-Brown, Shannon R.; Lai, Betty S.; Cowart-Osborne, Melissa; Tiwari, Ashwini; LeBlanc, Monique; Kelley, Mary Lou

    2014-01-01

    Adolescents who are exposed to violence during childhood are at an increased risk for developing posttraumatic stress (PTS) symptoms. The literature suggests that violence exposure might also have negative effects on school functioning, and that PTS might serve as a potential mediator in this association. The purpose of the current study was to replicate and extend prior research by examining PTS symptoms as a mediator of the relationship between two types of violence exposure and school functioning problems among adolescent youth from an urban setting. Participants included a sample of 121 junior high and high school students (M = 15 years; range = 13–16 years; 60 males, 61 females) within high-crime neighborhoods. Consistent with our hypotheses, community violence and family violence were associated with PTS symptoms and school functioning problems. Our data suggest that community and family violence were indirectly related to school functioning problems through PTS symptoms. Findings from this study demonstrate that PTS symptoms potentially mediate the relationship between violence exposure and school functioning problems across two settings (community and home). Future research should further examine protective factors that can prevent youth violence exposure as well as negative outcomes related to violence. PMID:24570897

  6. The Relationships among Interparental Conflict, Peer, Media Effects and the Violence Behaviour of Adolescents: The Mediator Role of Attitudes towards Violence

    ERIC Educational Resources Information Center

    Avci, Rasit; Gucray, Songül Sonay

    2013-01-01

    The aim of this research is to investigate interparental conflict, peer and media effects and its direct relationship with the violence behaviour of adolescents and the mediator role of attitudes towards violence. 2120 students, 964 girls and 1156 boys chosen from 7th and 8th grades of one private and eleven public elementary schools in Adana have…

  7. The overlap between offending trajectories, criminal violence, and intimate partner violence.

    PubMed

    Piquero, Alex R; Theobald, Delphine; Farrington, David P

    2014-03-01

    This article investigates the overlap between offending trajectories, criminal violence, and intimate partner violence (IPV) and the factors associated with these behaviors. Knowledge on these questions is relevant to theory and policy. For the former, this article considers the extent to which specific theories are needed for understanding crime, criminal violence, and/or IPV, whereas for the latter, it may suggest specific offense- and offender-based policies. We use data from the Cambridge Study in Delinquent Development that traces the offending, criminal violence, and IPV of males to age 50. Findings show that there is significant overlap between criminal violence and IPV, high-rate offending trajectories have increased odds of criminal violence and IPV, and early childhood risk factors have no additional effect on criminal violence and IPV in adulthood over and above the offending trajectories.

  8. The effects of an action video game on visual and affective information processing.

    PubMed

    Bailey, Kira; West, Robert

    2013-04-04

    Playing action video games can have beneficial effects on visuospatial cognition and negative effects on social information processing. However, these two effects have not been demonstrated in the same individuals in a single study. The current study used event-related brain potentials (ERPs) to examine the effects of playing an action or non-action video game on the processing of emotion in facial expression. The data revealed that 10h of playing an action or non-action video game had differential effects on the ERPs relative to a no-contact control group. Playing an action game resulted in two effects: one that reflected an increase in the amplitude of the ERPs following training over the right frontal and posterior regions that was similar for angry, happy, and neutral faces; and one that reflected a reduction in the allocation of attention to happy faces. In contrast, playing a non-action game resulted in changes in slow wave activity over the central-parietal and frontal regions that were greater for targets (i.e., angry and happy faces) than for non-targets (i.e., neutral faces). These data demonstrate that the contrasting effects of action video games on visuospatial and emotion processing occur in the same individuals following the same level of gaming experience. This observation leads to the suggestion that caution should be exercised when using action video games to modify visual processing, as this experience could also have unintended effects on emotion processing. Published by Elsevier B.V.

  9. Violent video games and delinquent behavior in adolescents: A risk factor perspective.

    PubMed

    Exelmans, Liese; Custers, Kathleen; Van den Bulck, Jan

    2015-05-01

    Over the years, criminological research has identified a number of risk factors that contribute to the development of aggressive and delinquent behavior. Although studies have identified media violence in general and violent video gaming in particular as significant predictors of aggressive behavior, exposure to violent video games has been largely omitted from the risk factor literature on delinquent behavior. This cross-sectional study therefore investigates the relationship between violent video game play and adolescents' delinquent behavior using a risk factor approach. An online survey was completed by 3,372 Flemish adolescents, aged 12-18 years old. Data were analyzed by means of negative binomial regression modelling. Results indicated a significant contribution of violent video games in delinquent behavior over and beyond multiple known risk variables (peer delinquency, sensation seeking, prior victimization, and alienation). Moreover, the final model that incorporated the gaming genres proved to be significantly better than the model without the gaming genres. Results provided support for a cumulative and multiplicative risk model for delinquent behavior. Aggr. Behav. 41:267-279, 2015. © 2015 Wiley Periodicals, Inc. © 2015 Wiley Periodicals, Inc.

  10. The Effects of Aerobic Exercise and Gaming on Cognitive Performance.

    PubMed

    Douris, Peter C; Handrakis, John P; Apergis, Demitra; Mangus, Robert B; Patel, Rima; Limtao, Jessica; Platonova, Svetlana; Gregorio, Aladino; Luty, Elliot

    2018-03-01

    The purpose of our study was to investigate the effects of video gaming, aerobic exercise (biking), and the combination of these two activities on the domains of cognitive performance: selective attention, processing speed, and executive functioning. The study was a randomized clinical trial with 40 subjects (mean age 23.7 ± 1.8 years) randomized to one of four thirty-minute conditions: video gaming, biking, simultaneous gaming and biking, and a control condition. Cognitive performance was measured pre and post condition using the Stroop test and Trails B test. A mixed design was utilized. While video gaming, biking, simultaneous gaming and biking conditions improved selective attention and processing speed (p < 0.05), only the bike condition improved the highest order of cognitive performance, executive function (p < 0.01). There were no changes in cognitive performance for the control condition. Previous studies have shown that if tasks approach the limits of attentional capacity there is an increase in the overall chance for errors, known as the dual-task deficit. Simultaneous biking and gaming may have surpassed attentional capacity limits, ultimately increasing errors during the executive function tests of our cognitive performance battery. The results suggest that the fatiguing effects of a combined physically and mentally challenging task that extends after the exercise cessation may overcome the eventual beneficial cognitive effects derived from the physical exercise.

  11. [Violent video games and aggression: long-term impact and selection effects].

    PubMed

    Staude-Müller, Frithjof

    2011-01-01

    This study applied social-cognitive models of aggression in order to examine relations between video game use and aggressive tendencies and biases in social information processing. To this end, 499 secondary school students (aged 12-16) completed a survey on two occasions one year apart. Hierarchical regression analysis probed media effects and selection effects and included relevant contextual variables (parental monitoring of media consumption, impulsivity, and victimization). Results revealed that it was not the consumption of violent video games but rather an uncontrolled pattern of video game use that was associated with increasing aggressive tendencies. This increase was partly mediated by a hostile attribution bias in social information processing. The influence of aggressive tendencies on later video game consumption was also examined (selection path). Adolescents with aggressive traits intensified their video game behavior only in terms of their uncontrolled video game use. This was found even after controlling for sensation seeking and parental media control.

  12. Violence Exposure in Real-Life, Video Games, Television, Movies, and the Internet: Is There Desensitization?

    ERIC Educational Resources Information Center

    Funk, Jeanne B.; Baldacci, Heidi Bechtoldt; Pasold; Tracie; Baumgardner, Jennifer

    2004-01-01

    It is believed that repeated exposure to real-life and to entertainment violence may alter cognitive, affective, and behavioral processes, possibly leading to desensitization. The goal of the present study was to determine if there are relationships between real-life and media violence exposure and desensitization as reflected in related…

  13. Are Sports and Games Effective for Fitness and Weight Control?

    ERIC Educational Resources Information Center

    Berg, Kris

    2008-01-01

    Although traditional aerobic activities such as running, cycling, and swimming may effectively increase activity and aerobic fitness, they may not be suitable or attractive for many people who would rather participate in sports and games. However, some HPER professionals believe that sports and games are not as effective for fitness and weight…

  14. Exploring the Factors Influencing Learning Effectiveness in Digital Game-Based Learning

    ERIC Educational Resources Information Center

    Tsai, Fu-Hsing; Yu, Kuang-Chao; Hsiao, Hsien-Sheng

    2012-01-01

    This study developed an educational online game, Super Delivery, targeting knowledge about saving electricity, and conducted case studies of eight sixth-grade students using this game to explore the factors influencing the effectiveness of students' knowledge acquisition in digital game-based learning (DGBL). This study followed Miles and…

  15. Online gaming and risks predict cyberbullying perpetration and victimization in adolescents.

    PubMed

    Chang, Fong-Ching; Chiu, Chiung-Hui; Miao, Nae-Fang; Chen, Ping-Hung; Lee, Ching-Mei; Huang, Tzu-Fu; Pan, Yun-Chieh

    2015-02-01

    The present study examined factors associated with the emergence and cessation of youth cyberbullying and victimization in Taiwan. A total of 2,315 students from 26 high schools were assessed in the 10th grade, with follow-up performed in the 11th grade. Self-administered questionnaires were collected in 2010 and 2011. Multiple logistic regression was conducted to examine the factors. Multivariate analysis results indicated that higher levels of risk factors (online game use, exposure to violence in media, internet risk behaviors, cyber/school bullying experiences) in the 10th grade coupled with an increase in risk factors from grades 10 to 11 could be used to predict the emergence of cyberbullying perpetration/victimization. In contrast, lower levels of risk factors in the 10th grade and higher levels of protective factors coupled with a decrease in risk factors predicted the cessation of cyberbullying perpetration/victimization. Online game use, exposure to violence in media, Internet risk behaviors, and cyber/school bullying experiences can be used to predict the emergence and cessation of youth cyberbullying perpetration and victimization.

  16. Moderating Effects of Resilience on Depression, Psychological Distress, and Suicidal Ideation Associated With Interpersonal Violence.

    PubMed

    Fedina, Lisa; Nam, Boyoung; Jun, Hyun-Jin; Shah, Roma; Von Mach, Tara; Bright, Charlotte L; DeVylder, Jordan

    2017-12-01

    Resilience has been found to attenuate the effects of negative mental health symptomology associated with interpersonal victimization; however, existing research has largely focused on resilience traits, such as individual cognitive and environmental factors that promote resilience. In addition, empirical knowledge on the extent to which resilience mitigates suicidal symptomology associated with interpersonal violence victimization is particularly limited. This study assesses whether the relationship between interpersonal violence (i.e., IPV and nonpartner sexual violence) and mental health symptomology (i.e., depression, psychological distress, and suicidal ideation) is moderated by resilience using a general population sample of women ( N = 932). A cross-sectional, observational survey was administered in four U.S. cities (Baltimore, New York City, Philadelphia, and Washington, D.C.). Bivariate results indicated that women exposed to interpersonal violence reported significantly higher rates of suicidal ideation, depression, and psychological distress compared with women without exposure to interpersonal violence. Regression models revealed significant positive associations between interpersonal violence and depression, distress, and suicidal ideation, adjusting for sociodemographics. Resilience did not significantly moderate the relationship between interpersonal violence victimization and any associated mental health outcomes. However, subgroup analyses reveal significant interaction effects between resilience and IPV within specific racial and ethnic minority subgroups, suggesting that attenuating effects of resilience on mental health symptoms (i.e., depression and psychological distress) associated with IPV likely vary across race and ethnicity. Implications for future research and clinical interventions focused on resilience among survivors of interpersonal violence are discussed.

  17. In Search of Effective Solutions to Curb Workplace Violence.

    PubMed

    Arnetz, Judith; Lipscomb, Jane; Ogaitis, Joanne

    2017-04-01

    Investigators have applied epidemiological principles to the study of workplace violence, producing results that offer intriguing information to hospitals struggling for a way forward on this issue. In a randomized, to hospitals struggling for a wary forward on this issue. In a randomized, controlled trial, the researchers found that a one-time, unit-based intervention can reduce the incidence of violent events, and that the approach offers some lasting effect over time. The intervention consisted of a 45-minute discussion with unit supervisors in which unit-specific data regarding violent incidents in their workplace were shared along with an array of improvement strategies. Unit supervisors then were directed to work with their teams to develop action plans to address violence, although they were free to adopt whatever solutions they deemed best. At six moths post-intervention, there was a clear reduction in the incident rate ratios of violent events on the intervention units as compared with control units that did not conduct an intervention. Experts note that the study demonstrates that an effective workplace violence intervention or program must be data-driven and based on principles of continuous quality improvement.

  18. Effect of an educational game on university students' learning about action potentials.

    PubMed

    Luchi, Kelly Cristina Gaviao; Montrezor, Luís Henrique; Marcondes, Fernanda K

    2017-06-01

    The aim of this study was to evaluate the effect of an educational game that is used for teaching the mechanisms of the action potentials in cell membranes. The game was composed of pieces representing the intracellular and extracellular environments, ions, ion channels, and the Na + -K + -ATPase pump. During the game activity, the students arranged the pieces to demonstrate how the ions move through the membrane in a resting state and during an action potential, linking the ion movement with a graph of the action potential. To test the effect of the game activity on student understanding, first-year dental students were given the game to play at different times in a series of classes teaching resting membrane potential and action potentials. In all experiments, students who played the game performed better in assessments. According to 98% of the students, the game supported the learning process. The data confirm the students' perception, indicating that the educational game improved their understanding about action potentials. Copyright © 2017 the American Physiological Society.

  19. Childrearing Violence and Child Adjustment Following Exposure to Kenyan Post-election Violence

    PubMed Central

    Skinner, Ann T.; Oburu, Paul; Lansford, Jennifer E.; Bacchini, Dario

    2014-01-01

    Objective This study examines parents' and children's exposure to short-term political violence and the relation between childrearing violence and child adjustment following widespread violence that erupted in Kisumu, Kenya after the disputed presidential election in December 2007. Method Mothers of 100 Luo children (mean age = 8.46 years, 61% female) reported on their own use of childrearing violence at Time 1, approximately 4 months after the disputed election, and again at Times 2 (n = 95) and 3 (n = 95), approximately 12 and 24 months later, respectively. At Time 2, mothers reported about post-election violence directed at them and about their children's exposure to post-election violence. Children reported about their own externalizing behaviors at Times 1, 2, and 3. Results Children's exposure to post-election violence was related to Time 2 externalizing behavior, and childrearing violence at Time 1 predicted child externalizing behavior at Time 2. Exposure to post-election violence was not directly related to either childrearing violence or children's externalizing behavior by Time 3, although children's externalizing at Time 2 predicted more childrearing violence at Time 3. Conclusion These results support earlier work that links childrearing violence and children's exposure to political violence with increases in child externalizing behavior, but examined these links in the under-studied area of short-term political violence. Even though sudden and severe political violence may subside significantly in weeks or months, increased attention to long-term effects on parenting and child adjustment is warranted. PMID:24639914

  20. Childrearing Violence and Child Adjustment Following Exposure to Kenyan Post-election Violence.

    PubMed

    Skinner, Ann T; Oburu, Paul; Lansford, Jennifer E; Bacchini, Dario

    2014-01-01

    This study examines parents' and children's exposure to short-term political violence and the relation between childrearing violence and child adjustment following widespread violence that erupted in Kisumu, Kenya after the disputed presidential election in December 2007. Mothers of 100 Luo children (mean age = 8.46 years, 61% female) reported on their own use of childrearing violence at Time 1, approximately 4 months after the disputed election, and again at Times 2 ( n = 95) and 3 ( n = 95), approximately 12 and 24 months later, respectively. At Time 2, mothers reported about post-election violence directed at them and about their children's exposure to post-election violence. Children reported about their own externalizing behaviors at Times 1, 2, and 3. Children's exposure to post-election violence was related to Time 2 externalizing behavior, and childrearing violence at Time 1 predicted child externalizing behavior at Time 2. Exposure to post-election violence was not directly related to either childrearing violence or children's externalizing behavior by Time 3, although children's externalizing at Time 2 predicted more childrearing violence at Time 3. These results support earlier work that links childrearing violence and children's exposure to political violence with increases in child externalizing behavior, but examined these links in the under-studied area of short-term political violence. Even though sudden and severe political violence may subside significantly in weeks or months, increased attention to long-term effects on parenting and child adjustment is warranted.

  1. The Protective Effects of Neighborhood Collective Efficacy on Adolescent Substance Use and Violence Following Exposure to Violence

    PubMed Central

    Wright, Emily M.; Pinchevsky, Gillian M.

    2013-01-01

    Research has demonstrated that exposure to violence can result in many negative consequences for youth, but the degree to which neighborhood conditions may foster resiliency among victims is not well understood. This study tests the hypothesis that neighborhood collective efficacy attenuates the relationship between adolescent exposure to violence, substance use, and violence. Data were collected from 1,661–1,718 adolescents participating in the Project on Human Development in Chicago Neighborhoods (PHDCN), who were diverse in terms of sex (51% male, 49% female), race/ethnicity (48% Hispanic, 34% African American, 14% Caucasian, and 4% other race/ethnicity), and age (mean age 12 years; range: 8–16). Information on neighborhood collective efficacy was obtained from adult residents, and data from the 1990 U.S. Census were used to control for neighborhood disadvantage. Based on hierarchical modeling techniques to adjust for the clustered data, Bernoulli models indicated that more exposure to violence was associated with a greater likelihood of tobacco, alcohol, and marijuana use and perpetration of violence. Poisson models suggested that victimization was also related to a greater variety of substance use and violent behaviors. A moderating effect of collective efficacy was found in models assessing the variety of substance use; the relationship between victimization and substance use was weaker for youth in neighborhoods with higher versus lower levels of collective efficacy. These findings are consistent with literature indicating that social support can ameliorate the negative impact of victimization. This investigation extends this research to show that neighborhood social support can also help to promote resiliency among adolescents. PMID:24170438

  2. The Effect of Presleep Video-Game Playing on Adolescent Sleep

    PubMed Central

    Weaver, Edward; Gradisar, Michael; Dohnt, Hayley; Lovato, Nicole; Douglas, Paul

    2010-01-01

    Study Objectives: Video-game use before bedtime has been linked with poor sleep outcomes for adolescents; however, experimental evidence to support this link is sparse. The present study investigated the capacity of presleep video-game playing to extend sleep latency and reduce subjective feelings of sleepiness in adolescents. The arousing psychophysiologic mechanisms involved and the impact of presleep video-game playing on sleep architecture were also explored. Method: Thirteen male adolescent “evening types” (mean age = 16.6 years, SD = 1.1) participated in a counterbalanced, within-subjects design with experimental (active video gaming) and control (passive DVD watching) conditions. The experiment was conducted in the Flinders University Sleep Research Laboratory. Results: Relative to the control condition, presleep video-game playing increased sleep-onset latency (Z = 2.45, p = 0.01) and reduced subjective sleepiness (Z = 2.36, p = 0.02)—but only slightly. Video gaming was related to changes in cognitive alertness (as measured by α power: p < 0.01) but not physiologic arousal (as measured by heart rate: p > 0.05). Contrary to previous findings, sleep architecture was unaffected (both rapid eye movement and slow wave sleep: p > 0.05). Conclusions: Results suggest the direct effect of presleep video-game playing on adolescent sleep may be more modest than previously thought, suggesting that surveys linking stimulating presleep activities to poor sleep need substantiating with empirical evidence. Citation: Weaver E; Gradisar M; Dohnt H; Lovato N; Douglas P. The effect of presleep video-game playing on adolescent sleep. J Clin Sleep Med 2010;6(2):184-189. PMID:20411697

  3. Living in violence: Neighborhood domestic violence and small for gestational age births.

    PubMed

    Felker-Kantor, Erica; Wallace, Maeve; Theall, Katherine

    2017-07-01

    To determine the association between neighborhood domestic violence and small-for-gestational-age (SGA) birth and to examine if there is a differential impact of neighborhood domestic violence on SGA births by race in a high crime community. This analysis includes all birth records issued in New Orleans, Louisiana from 2011 to 2012 geocoded by census tract (N=177 census tracts, N=8322 women). Hierarchical modeling and ecologic spatial analysis were used to examine the area-effect of neighborhood domestic violence on SGA births, independent of individual-level predictors and accounting for the propensity to live in high domestic violence neighborhoods. Tests for spatial autocorrelation reveled area-level clustering and overlap of SGA and domestic violent rates. Pregnant women living in high domestic violence areas were more likely to give birth to an SGA infant compared to women in low-domestic violence areas (OR=1.04, 95%CI: 1.01, 1.08), net of the effects of individual-level factors and propensity scores. Neighborhood-level attributes including rates of domestic violence may increase women's risk for SGA birth, highlighting a policy-relevant and potentially amenable exposure. Copyright © 2017 Elsevier Ltd. All rights reserved.

  4. Class on Fire: Using the Hunger Games Trilogy to Encourage Social Action

    ERIC Educational Resources Information Center

    Simmons, Amber M.

    2012-01-01

    This article explores ways to utilize students' interest in fantasy literature to support critical literacy. Focusing on Suzanne Collins's The Hunger Games series (2008, 2009, 2010), the author addresses how elements of the trilogy relate to violent acts in our world, helping student understand that violence and brutality toward children is not…

  5. Early Childhood Violence Prevention. ERIC Digest.

    ERIC Educational Resources Information Center

    Massey, Marilyn S.

    Noting that all Americans are stakeholders in the quest to prevent violence in the critical early years, this Digest focuses on preventing violence in children's lives and suggests ways caregivers, parents, and teachers can reduce the damaging effects of violence. Even before a child is born, violence can have a profound effect upon its life.…

  6. Rates and psychological effects of exposure to family violence among Sri Lankan university students.

    PubMed

    Haj-Yahia, Muhammad M; de Zoysa, Piyanjli

    2008-10-01

    The study had two objectives: to examine the rates of exposure to family violence among students in a non-Western society, with Sri Lanka as a case study and to examine the psychological effects of their exposure. Four hundred seventy six medical students in Sri Lanka were surveyed. A self-administered questionnaire was utilized, which included two forms of the Conflict Tactics Scales (CTS) to measure the extent to which the students witnessed interparental violence and experienced parental violence in childhood and adolescence. Additional instruments included the Trauma Symptom Checklist (TSC-33), which measures dissociation, anxiety, depression, and sleep disturbance, and the Family Functioning in Adolescence Questionnaire (FFAQ), which measures the students' perceptions of the functioning and environment in their families. Between 16% and 18% of the participants indicated that they had witnessed at least one act of interparental psychological aggression, and between 2% and 16% indicated that they had witnessed at least one act of interparental physical violence before the age of 18. Between 11% and 84% of the participants had experienced at least one act of parental psychological aggression, and between 2% and 22% had experienced at least one act of parental physical violence during childhood. Significant amounts of the variance in participants' dissociation, anxiety, depression, and sleep disturbance were explained by their witnessing interparental violence and experiencing parental violence. The present study provides strong evidence that the rates of family violence in a non-Western society (i.e., Sri Lankan families) are within the range of violence found in Western societies. In addition, the psychological effects of exposure to family violence in non-Western societies are similar to those in Western societies, although the relevance of familial, cultural, and political contexts as well as socio-demographic characteristics to those effects in non

  7. Optional contributions have positive effects for volunteering public goods games

    NASA Astrophysics Data System (ADS)

    Song, Qi-Qing; Li, Zhen-Peng; Fu, Chang-He; Wang, Lai-Sheng

    2011-11-01

    Public goods (PG) games with the volunteering mechanism are referred to as volunteering public goods (VPG) games, in which loners are introduced to the PG games, and a loner obtains a constant payoff but not participating the game. Considering that small contributions may have positive effects to encourage more players with bounded rationality to contribute, this paper introduces optional contributions (high value or low value) to these typical VPG games-a cooperator can contribute a high or low payoff to the public pools. With the low contribution, the logit dynamics show that cooperation can be promoted in a well mixed population comparing to the typical VPG games, furthermore, as the multiplication factor is greater than a threshold, the average payoff of the population is also enhanced. In spatial VPG games, we introduce a new adjusting mechanism that is an approximation to best response. Some results in agreement with the prediction of the logit dynamics are found. These simulation results reveal that for VPG games the option of low contributions may be a better method to stimulate the growth of cooperation frequency and the average payoff of the population.

  8. The effects of the evidence-based Safe Dates dating abuse prevention program on other youth violence outcomes.

    PubMed

    Foshee, Vangie A; Reyes, Luz McNaughton; Agnew-Brune, Christine B; Simon, Thomas R; Vagi, Kevin J; Lee, Rosalyn D; Suchindran, Chiravath

    2014-12-01

    In response to recent calls for programs that can prevent multiple types of youth violence, the current study examined whether Safe Dates, an evidence-based dating violence prevention program, was effective in preventing other forms of youth violence. Using data from the original Safe Dates randomized controlled trial, this study examined (1) the effectiveness of Safe Dates in preventing peer violence victimization and perpetration and school weapon carrying 1 year after the intervention phase was completed and (2) moderation of program effects by the sex or race/ethnicity of the adolescent. Ninety percent (n = 1,690) of the eighth and ninth graders who completed baseline questionnaires completed the 1-year follow-up assessment. The sample was 51 % female and 26 % minority (of whom 69 % was black and 31 % was of another minority race/ethnicity). There were no baseline treatment group differences in violence outcomes. Treatment condition was significantly associated with peer violence victimization and school weapon carrying at follow-up; there was 12 % less victimization and 31 % less weapon carrying among those exposed to Safe Dates than those among controls. Treatment condition was significantly associated with perpetration among the minority but not among white adolescents; there was 23 % less violence perpetration among minority adolescents exposed to Safe Dates than that among controls. The observed effect sizes were comparable with those of other universal school-based youth violence prevention programs. Implementing Safe Dates may be an efficient way of preventing multiple types of youth violence.

  9. Sport Education as a Curriculum Approach to Student Learning of Invasion Games: Effects on Game Performance and Game Involvement.

    PubMed

    Farias, Cláudio; Valério, Carla; Mesquita, Isabel

    2018-03-01

    The teaching and learning of games and sport-based activities has historically been the dominant form of the physical education curricula. With an interest in providing to students meaningful and culturally situated sporting experiences, Sport Education is probably the most implemented and researched pedagogical model worldwide. However, although there is considerable evidence that the model as a curriculum approach can benefit the development of social goals and healthy sport behaviors, not a single study as to date examined students' game-play development beyond participation in single and isolated teaching units. Therefore, the purpose of this study was to examine students' development of Game Performance and Game Involvement during participation in three consecutive Sport Education seasons of invasion games. The participants were an experienced physical education teacher and one seventh-grade class totaling 26 students (10 girls and 16 boys). Using the Game Performance Assessment Instrument (Oslin et al., 1998), pre-test to post-tests measures of students' Game Performance and Game Involvement were collected during their participation in basketball (20 lessons), handball (16 lessons), and football (18 lessons) units. Inter-group differences and pre-test to post-test improvements within each season were analyzed through 2 (time) x group (sport) repeated measures ANOVA tests. There were found significant pre-test to post-test improvements in Game Performance and Game Involvement in the second (handball) and third (football) seasons, but not in the first season (basketball). Students' Game Performance and Involvement scores of handball and football were significantly higher than their scores while playing basketball. The opportunity for an extended engagement in game-play activities and prolonged membership of students in the same teams throughout three consecutive seasons of Sport Education were key to the outcomes found. The specific configurations of the game

  10. Optimizing violence prevention programs: an examination of program effectiveness among urban high school students.

    PubMed

    Thompkins, Amanda C; Chauveron, Lisa M; Harel, Ofer; Perkins, Daniel F

    2014-07-01

    While demand for youth violence prevention programs increases, the ability of the school-day schedule to accommodate their time requirements has diminished. Viable school-based prevention programs must strike a balance between brevity and effectiveness. This article reports results from an effectiveness trial of a 12-session curriculum-based universal violence prevention program that promotes healthy conflict resolution skills among urban adolescents. Using a review of program record data and a multisite quasi-experimental study design, we examined the effectiveness of a New York City-based violence prevention program entitled the Violence Prevention project (VPP) optimized to meet school needs. We analyzed survey data from 1112 9th- and 10th-grade students in 13 New York City public high schools across 4 consecutive school years. Both participants and nonparticipants were surveyed. Review of program record data indicated that the program was implemented with acceptable fidelity to the core component structure, and that participant responsiveness to the model was high. Multilevel modeling indicated that VPP participation was protective for academic self-concept and promoted conflict resolution skills. Findings indicate that semester-long violence prevention programs optimized to meet the needs of a typical high school can be effective at promoting healthy conflict resolution skills in urban adolescents. © 2014, American School Health Association.

  11. The Effects of a Violence Prevention Program on Alternative High School Students

    ERIC Educational Resources Information Center

    Triplett, Carla A.

    2013-01-01

    This study addressed the effectiveness of a violence prevention program in an inner-city alternative school setting. The researcher, an administrator at the school, used a prepackaged curriculum targeting lessons on violence in an eight-week study with the entire school population. Students met bi-weekly with a team of two teachers to review and…

  12. Effects of prosocial, neutral, and violent video games on college students' affect.

    PubMed

    Saleem, Muniba; Anderson, Craig A; Gentile, Douglas A

    2012-01-01

    Recent research reveals that playing prosocial video games increases prosocial cognitions and helpful behaviors [Gentile el al., 2009; Greitemeyer and Osswald, 2009; 2010; 2011]. These results are consistent with social-cognitive models of social behavior [e.g., the "General Learning Model," Buckley and Anderson, 2006]. The social-cognitive learning models suggest that in addition to influencing cognitions, media content may also influence affect. However, past studies on prosocial video games have failed to find a significant effect on affective measures [Greitemeyer and Osswald, 2010]. The present research examined the effects of prosocial, neutral, and violent video games on state hostility and positive affect. Also examined were moderating effects of trait aggressiveness, trait altruistic helping, and trait egoistic helping. Prosocial games reduced state hostility and increased positive state affect. Violent video games had the opposite effects. These effects were moderated by trait physical aggression. Altruistic participants reported relatively more positive affect and less state hostility. Egoistic participants reported relatively more aggravated and mean feelings. © 2012 Wiley Periodicals, Inc.

  13. Television violence and its effect on children.

    PubMed

    Johnson, M O

    1996-04-01

    Television (TV) has become a large part of children's activities. Much discussion exists as to the level of violence on TV programs and its effect on children's behavior. This article reviews the literature, discusses social issues, and presents some interventions available to nursing professionals to assist children and families in coping with the impact of TV on children's lives.

  14. Workplace violence and its effect on burnout and turnover attempt among Chinese medical staff.

    PubMed

    Chen, Shiying; Lin, Shaowei; Ruan, Qishuang; Li, Huangyuan; Wu, Siying

    2016-11-01

    The present study was to evaluate workplace violence and examine its effect on job burnout and turnover attempt among medical staff in China. A total of 2,020 medical employees were selected from Fujian province by using stratified cluster sampling method. The Chinese version of the Workplace Violence Scale and the Maslach Burnout Inventory-General Survey were used to measure the workplace violence and job burnout, respectively. Other potential influencing factors for job burnout and turnover attempt were collected using a structured questionnaire. The incidence of workplace violence among medical staff was 48.0%. Workplace violence had a positive correlation with emotional exhaustion and cynicism and a negative correlation with professional efficacy. Workplace violence, marital status, employment type, working time (≥ 10 h/day), performance recognition, and life satisfaction were significant predictors for turnover attempt among Chinese medical staff.

  15. The effects of video game playing on attention, memory, and executive control.

    PubMed

    Boot, Walter R; Kramer, Arthur F; Simons, Daniel J; Fabiani, Monica; Gratton, Gabriele

    2008-11-01

    Expert video game players often outperform non-players on measures of basic attention and performance. Such differences might result from exposure to video games or they might reflect other group differences between those people who do or do not play video games. Recent research has suggested a causal relationship between playing action video games and improvements in a variety of visual and attentional skills (e.g., [Green, C. S., & Bavelier, D. (2003). Action video game modifies visual selective attention. Nature, 423, 534-537]). The current research sought to replicate and extend these results by examining both expert/non-gamer differences and the effects of video game playing on tasks tapping a wider range of cognitive abilities, including attention, memory, and executive control. Non-gamers played 20+ h of an action video game, a puzzle game, or a real-time strategy game. Expert gamers and non-gamers differed on a number of basic cognitive skills: experts could track objects moving at greater speeds, better detected changes to objects stored in visual short-term memory, switched more quickly from one task to another, and mentally rotated objects more efficiently. Strikingly, extensive video game practice did not substantially enhance performance for non-gamers on most cognitive tasks, although they did improve somewhat in mental rotation performance. Our results suggest that at least some differences between video game experts and non-gamers in basic cognitive performance result either from far more extensive video game experience or from pre-existing group differences in abilities that result in a self-selection effect.

  16. “Campus Craft”: A Game for Sexual Assault Prevention in Universities

    PubMed Central

    Ekbia, Hamid R.

    2015-01-01

    Abstract Objective: Sexual assault is prevalent among college students. In response, universities have implemented prevention education initiatives. These interventions, however, often ignore the broader sociocultural context in which sexual violence occurs. This calls for innovative approaches in prevention education, which address the broader context. Computer games provide such an opportunity by providing simulated real-life scenarios, nonlinear narratives, and an interactive medium. We report the development and pilot testing of “Campus Craft,” a game prototype that focuses, among other things, on sexual assault prevention. Materials and Methods: The prototype was developed through a participatory design process; students, educators, and subject matter experts helped design and develop scenarios, game mechanics, and learning objectives. The prototype was evaluated by college students (n=141) in a multi-method approach. The evaluation encompassed issues of usability, game mechanics, attitudes, and learning outcomes. Results: Findings indicated that participants rated various aspects of the game positively. Additionally, use of “Campus Craft” contributed to differences in student learning of prevention concepts between the pre- and post-test such that students scored higher on the post-test. Conclusions: Findings demonstrate that, on average, students learned several core concepts related to sexual consent and rape culture through gameplay. Results suggest that computer-based gaming may be a viable avenue for sexual assault prevention education. Findings demonstrate that this approach could be effective in increasing student knowledge and understanding of factors that contribute to sexual assault in college. Future research is needed to corroborate findings and better understand the feasibility of using this approach among larger samples of college students. PMID:26181803

  17. Depressive Symptoms in College Women: Examining the Cumulative Effect of Childhood and Adulthood Domestic Violence.

    PubMed

    Al-Modallal, Hanan

    2016-10-01

    The purpose of this study was to examine the cumulative effect of childhood and adulthood violence on depressive symptoms in a sample of Jordanian college women. Snowball sampling technique was used to recruit the participants. The participants were heterosexual college-aged women between the ages of 18 and 25. The participants were asked about their experiences of childhood violence (including physical violence, sexual violence, psychological violence, and witnessing parental violence), partner violence (including physical partner violence and sexual partner violence), experiences of depressive symptoms, and about other demographic and familial factors as possible predictors for their complaints of depressive symptoms. Multiple linear regression analysis was implemented to identify demographic- and violence-related predictors of their complainants of depressive symptoms. Logistic regression analysis was further performed to identify possible type(s) of violence associated with the increased risk of depressive symptoms. The prevalence of depressive symptoms in this sample was 47.4%. For the violence experience, witnessing parental violence was the most common during childhood, experienced by 40 (41.2%) women, and physical partner violence was the most common in adulthood, experienced by 35 (36.1%) women. Results of logistic regression analysis indicated that experiencing two types of violence (regardless of the time of occurrence) was significant in predicting depressive symptoms (odds ratio [OR] = 3.45, p < .05). Among college women's demographic characteristics, marital status (single vs. engaged), mothers' level of education, income, and smoking were significant in predicting depressive symptoms. Assessment of physical violence and depressive symptoms including the cumulative impact of longer periods of violence on depressive symptoms is recommended to be explored in future studies. © The Author(s) 2015.

  18. Effects of Game Design Patterns on Basic Life Support Training Content

    ERIC Educational Resources Information Center

    Kelle, Sebastian; Klemke, Roland; Specht, Marcus

    2013-01-01

    Based on a previous analysis of game design patterns and related effects in an educational scenario, the following paper presents an experimental study. In the study a course for Basic Life Support training has been evaluated and two game design patterns have been applied to the course. The hypotheses evaluated in this paper relate to game design…

  19. Short-term effects of playing computer games on attention.

    PubMed

    Tahiroglu, Aysegul Yolga; Celik, Gonca Gul; Avci, Ayse; Seydaoglu, Gulsah; Uzel, Mehtap; Altunbas, Handan

    2010-05-01

    The main aim of the present study is to investigate the short-term cognitive effects of computer games in children with different psychiatric disorders and normal controls. One hundred one children are recruited for the study (aged between 9 and 12 years). All participants played a motor-racing game on the computer for 1 hour. The TBAG form of the Stroop task was administered to all participants twice, before playing and immediately after playing the game. Participants with improved posttest scores, compared to their pretest scores, used the computer on average 0.67 +/- 1.1 hr/day, while the average administered was measured at 1.6 +/- 1.4 hr/day and 1.3 +/- 0.9 hr/day computer use for participants with worse or unaltered scores, respectively. According to the regression model, male gender, younger ages, duration of daily computer use, and ADHD inattention type were found to be independent risk factors for worsened posttest scores. Time spent playing computer games can exert a short-term effect on attention as measured by the Stroop test.

  20. Violence.

    ERIC Educational Resources Information Center

    Council of Europe Forum, 1985

    1985-01-01

    Highlighting the issue of violence, this Forum issue contains 12 essays. Titles and authors are: "Passivity in the Face of Violence" (Henri Laborit); "Democratisation without Violence?" (Friedrich Hacker); "Ritualised Violence in Sport" (Christian Bromberger); "Violence in Prisons" (Luige Daga); "Racial Aggression" (Geoffrey Bindman); "Violence in…

  1. Violent online games exposure and cyberbullying/victimization among adolescents.

    PubMed

    Lam, Lawrence T; Cheng, Zaohuo; Liu, Xinmin

    2013-03-01

    This population-based cross-sectional survey examined the association between exposure to violent online games and cyberbullying and victimization in adolescents recruited from two large cities utilizing a stratified two-stage random cluster sampling technique. Cyberbullying and victimization were assessed by the E-victimization and E-bullying scales validated in a previous study. Exposure to violent online games was measured by self-nomination of the degree of violent content in the games played. Results indicated that the majority (74.3 percent) of respondents did not experience any cyberbullying or victimization in the last 7 days before the survey, 14.4 percent reported to be victimized via cyberspace, 2.9 percent admitted that they had bullied others, and 8.4 percent reported to be both perpetrators- and- victims. One hundred and eighty seven (15.3 percent) considered games they were playing were of moderate to severe violence. Students who had been involved in cyberbullying as well as being victimized were two times as likely to have been exposed to violent online games, and nearly four times as likely for those involved in bullying others. Exposure to violent online games was associated with being a perpetrator as well as a perpetrator-and-victim of cyberbullying. Parents and clinicians need to be aware of the potential harm of these exposures. The policy implications of results were also discussed.

  2. Effects of Prosocial, Neutral, and Violent Video Games on Children's Helpful and Hurtful Behaviors.

    PubMed

    Saleem, Muniba; Anderson, Craig A; Gentile, Douglas A

    2012-01-01

    Recent research reveals that playing prosocial video games increases prosocial cognitions, positive affect, and helpful behaviors [Gentile et al., 2009; Greitemeyer and Osswald, 2009, 2010, 2011]. These results are consistent with the social-cognitive models of social behavior such as the general learning model [Buckley and Anderson, 2006]. However, no experimental studies have examined such effects on children. Previous research on violent video games suggests that short-term effects of video games are largely based on priming of existing behavioral scripts. Thus, it is unclear whether younger children will show similar effects. This research had 9-14 years olds play a prosocial, neutral, or violent video game, and assessed helpful and hurtful behaviors simultaneously through a new tangram measure. Prosocial games increased helpful and decreased hurtful behavior, whereas violent games had the opposite effects. © 2012 Wiley Periodicals, Inc.

  3. Short-Term Effects of Playing Computer Games on Attention

    ERIC Educational Resources Information Center

    Tahiroglu, Aysegul Yolga; Celik, Gonca Gul; Avci, Ayse; Seydaoglu, Gulsah; Uzel, Mehtap; Altunbas, Handan

    2010-01-01

    Objective: The main aim of the present study is to investigate the short-term cognitive effects of computer games in children with different psychiatric disorders and normal controls. Method: One hundred one children are recruited for the study (aged between 9 and 12 years). All participants played a motor-racing game on the computer for 1 hour.…

  4. A validity test of movie, television, and video-game ratings.

    PubMed

    Walsh, D A; Gentile, D A

    2001-06-01

    Numerous studies have documented the potential effects on young audiences of violent content in media products, including movies, television programs, and computer and video games. Similar studies have evaluated the effects associated with sexual content and messages. Cumulatively, these effects represent a significant public health risk for increased aggressive and violent behavior, spread of sexually transmitted diseases, and pediatric pregnancy. In partial response to these risks and to public and legislative pressure, the movie, television, and gaming industries have implemented ratings systems intended to provide information about the content and appropriate audiences for different films, shows, and games. To test the validity of the current movie-, television-, and video game-rating systems. Panel study. Participants used the KidScore media evaluation tool, which evaluates films, television shows, and video games on 10 aspects, including the appropriateness of the media product for children based on age. When an entertainment industry rates a product as inappropriate for children, parent raters agree that it is inappropriate for children. However, parent raters disagree with industry usage of many of the ratings designating material suitable for children of different ages. Products rated as appropriate for adolescents are of the greatest concern. The level of disagreement varies from industry to industry and even from rating to rating. Analysis indicates that the amount of violent content and portrayals of violence are the primary markers for disagreement between parent raters and industry ratings. As 1 part of a solution to the complex public health problems posed by violent and sexually explicit media products, ratings can have value if used with caution. Parents and caregivers relying on the ratings systems to guide their children's use of media products should continue to monitor content independently. Industry ratings systems should be revised with input

  5. Family violence in a sample of treatment-seeking gamblers: the effect of having dependent children.

    PubMed

    Bellringer, Maria; Pearson, Janet; du Preez, Katie Palmer; Wilson, Denise; Koziol-McLain, Jane; Garrett, Nick; Abbott, Max

    2017-01-01

    This study investigated the effect of problem gambler gender on the relationship between the gambler having dependent children (younger than 18 years) living at home and the gambler perpetrating or being a victim of family violence. The sample comprised 164 help-seeking gamblers (43% female; 37% with dependent child/ren) recruited from three national gambling treatment services in New Zealand. Family violence was measured using a modified version of the HITS scale covering physical, psychological, verbal, emotional and sexual violence. Forty-nine percent of participants reported being a victim of violence and 43% had perpetrated violence. Multivariable logistic regression modelling was conducted, adjusting in sequence for significant socio-demographic, psychosocial and gambling factors. The relationship between having dependent children and being a victim of family violence was gender-related. Female gamblers living with dependent children reported more family violence perpetration and victimisation than male gamblers living with dependent children. Female gamblers with dependent children living at home had greater odds of being a victim of family violence than male gamblers without dependent children living at home. This relationship remained when adjusted for contextual factors of being a victim (ethnicity, income support status, and feelings of inadequacy) in this sample. A similar gender effect of having dependent children living at home on violence perpetration disappeared when known psychosocial contextual factors of violence perpetration (aggression, difficulties in emotion regulation, drug issue in the family, and interpersonal support) were taken into account. These findings suggest the value of coordinated approaches between gambling treatment services and programmes supporting vulnerable families in order to identify vulnerable families and put support mechanisms in place.

  6. Recall and recognition of in-game advertising: the role of game control.

    PubMed

    Herrewijn, Laura; Poels, Karolien

    2013-01-01

    Digital gaming has become one of the largest entertainment sectors worldwide, increasingly turning the medium into a promising vehicle for advertisers. As a result, the inclusion of advertising messages in digital games or in-game advertising (IGA) is expected to grow steadily over the course of the following years. However, much work is still needed to maximize the effectiveness of IGA. The aim of the study was to contribute to IGA effectiveness research by analyzing the impact of two factors on the processing of IGA in terms of brand awareness. The primary objective was to investigate the effect of a person's sense of involvement related to the control and movement mechanisms in a game (i.e., kinesthetic involvement). A within-subjects experiment was conducted in which control over a racing game was varied by manipulating game controller type, resulting in two experimental conditions (symbolic versus mimetic controller). Results show that the variation in game controller has a significant effect on the recall and recognition of the brands integrated into the game, and that this effect can be partially brought back to players' perceived control over the game: when a game is easier to control, the control mechanisms require less conscious attention, freeing attentional resources that can be subsequently spent on other elements of the game such as IGA. A second factor that was taken into account in the study was brand prominence. The influence of both the size and spatial position of in-game advertisements was examined. Findings demonstrate that there are significant changes in effectiveness between different types of placements. Spatial position seems to be the most important placement characteristic, with central brand placements obtaining the highest recall and recognition scores. The effect of ad size is much smaller, with the effectiveness of the large placements not differing significantly from the effectiveness of their smaller counterparts.

  7. Recall and recognition of in-game advertising: the role of game control

    PubMed Central

    Herrewijn, Laura; Poels, Karolien

    2014-01-01

    Digital gaming has become one of the largest entertainment sectors worldwide, increasingly turning the medium into a promising vehicle for advertisers. As a result, the inclusion of advertising messages in digital games or in-game advertising (IGA) is expected to grow steadily over the course of the following years. However, much work is still needed to maximize the effectiveness of IGA. The aim of the study was to contribute to IGA effectiveness research by analyzing the impact of two factors on the processing of IGA in terms of brand awareness. The primary objective was to investigate the effect of a person’s sense of involvement related to the control and movement mechanisms in a game (i.e., kinesthetic involvement). A within-subjects experiment was conducted in which control over a racing game was varied by manipulating game controller type, resulting in two experimental conditions (symbolic versus mimetic controller). Results show that the variation in game controller has a significant effect on the recall and recognition of the brands integrated into the game, and that this effect can be partially brought back to players’ perceived control over the game: when a game is easier to control, the control mechanisms require less conscious attention, freeing attentional resources that can be subsequently spent on other elements of the game such as IGA. A second factor that was taken into account in the study was brand prominence. The influence of both the size and spatial position of in-game advertisements was examined. Findings demonstrate that there are significant changes in effectiveness between different types of placements. Spatial position seems to be the most important placement characteristic, with central brand placements obtaining the highest recall and recognition scores. The effect of ad size is much smaller, with the effectiveness of the large placements not differing significantly from the effectiveness of their smaller counterparts. PMID:24478736

  8. Defining and Leveraging Game Qualities for Serious Games

    NASA Technical Reports Server (NTRS)

    Martin, Michael W.; Shen, Yuzhong

    2011-01-01

    Serious games can and should leverage the unique qualities of video games to effectively deliver educational experiences for the learners. However, leveraging these qualities is incumbent upon understanding what these unique 'game' qualities are , and how they can facilitate the learning process. This paper presents an examination of the meaning of the term 'game' . as it applies to both serious games and digital entertainment games. Through the examination of counter examples, we derive three game characteristics; games are self contained, provide a variety of meaningful choices, and are intrinsically compelling. We also discuss the theoretical educational foundations which support the application of these 'game qualities' to educational endeavors. This paper concludes with a presentation of results achieved through the application of these qualities and the applicable educational theories to teach learners about the periodic table of elements via a serious game developed by the authors.

  9. "No level up!": no effects of video game specialization and expertise on cognitive performance.

    PubMed

    Gobet, Fernand; Johnston, Stephen J; Ferrufino, Gabriella; Johnston, Matthew; Jones, Michael B; Molyneux, Antonia; Terzis, Argyrios; Weeden, Luke

    2014-01-01

    Previous research into the effects of action video gaming on cognition has suggested that long term exposure to this type of game might lead to an enhancement of cognitive skills that transfer to non-gaming cognitive tasks. However, these results have been controversial. The aim of the current study was to test the presence of positive cognitive transfer from action video games to two cognitive tasks. More specifically, this study investigated the effects that participants' expertise and genre specialization have on cognitive improvements in one task unrelated to video gaming (a flanker task) and one related task (change detection task with both control and genre-specific images). This study was unique in three ways. Firstly, it analyzed a continuum of expertise levels, which has yet to be investigated in research into the cognitive benefits of video gaming. Secondly, it explored genre-specific skill developments on these tasks by comparing Action and Strategy video game players (VGPs). Thirdly, it used a very tight experiment design, including the experimenter being blind to expertise level and genre specialization of the participant. Ninety-two university students aged between 18 and 30 (M = 21.25) were recruited through opportunistic sampling and were grouped by video game specialization and expertise level. While the results of the flanker task were consistent with previous research (i.e., effect of congruence), there was no effect of expertise, and the action gamers failed to outperform the strategy gamers. Additionally, contrary to expectation, there was no interaction between genre specialization and image type in the change detection task, again demonstrating no expertise effect. The lack of effects for game specialization and expertise goes against previous research on the positive effects of action video gaming on other cognitive tasks.

  10. Examining the Contemporaneous, Short-Term, and Long-Term Effects of Secondary Exposure to Violence on Adolescent Substance Use.

    PubMed

    Zimmerman, Gregory M; Kushner, Mackenzie

    2017-09-01

    The relationship between secondary exposure to violence-defined as witnessing violence in the home, community, or school-and adolescent substance use is well-documented. Yet, multi-wave empirical studies examining this relationship are sparse. In addition, studies have only begun to examine whether this relationship varies by the situational components of the violent event. Using data from the Project on Human Development in Chicago Neighborhoods (PHDCN), this study examines the contemporaneous, short-term, and long-term effects of secondary exposure to violence on substance use, and whether witnessing violence in which a weapon is present has a different impact on adolescent substance use than does witnessing violence without a weapon. Hierarchical logistic regression models on a racially and ethnically diverse sample of 1670 youth (51.5% female) residing in 79 neighborhoods indicated that: (1) the effects of secondary exposure to violence on alcohol and marijuana use were enduring, albeit attenuated, over time; (2) the effect of secondary exposure to violence on illicit drug use was suppressed in the short-term but significant in the long-term; (3) witnessing violence without a weapon was salient for alcohol and marijuana use at all time points; and (4) witnessing violence with a weapon impacted illicit drug use in the long-term. The results suggest that addressing the consequences of secondary exposure to violence requires prolonged intervention efforts and that the study of secondary exposure to violence requires a more nuanced approach that accounts for situational aspects of the violent event.

  11. Video and computer games: effect on children and implications for health education.

    PubMed

    Dorman, S M

    1997-04-01

    Video and computer-based games have assumed a prominent role in the culture of American children and adolescents. Given the pervasiveness of their influence, it is likely that these games may affect the health and well-being of children. This paper examines the health effects of these games on children, suggests criteria upon which parents and teachers may evaluate the games, and notes some implications for health educators.

  12. The Effectiveness of Gaze-Contingent Control in Computer Games.

    PubMed

    Orlov, Paul A; Apraksin, Nikolay

    2015-01-01

    Eye-tracking technology and gaze-contingent control in human-computer interaction have become an objective reality. This article reports on a series of eye-tracking experiments, in which we concentrated on one aspect of gaze-contingent interaction: Its effectiveness compared with mouse-based control in a computer strategy game. We propose a measure for evaluating the effectiveness of interaction based on "the time of recognition" the game unit. In this article, we use this measure to compare gaze- and mouse-contingent systems, and we present the analysis of the differences as a function of the number of game units. Our results indicate that performance of gaze-contingent interaction is typically higher than mouse manipulation in a visual searching task. When tested on 60 subjects, the results showed that the effectiveness of gaze-contingent systems over 1.5 times higher. In addition, we obtained that eye behavior stays quite stabile with or without mouse interaction. © The Author(s) 2015.

  13. Enhancing cognition with video games: a multiple game training study.

    PubMed

    Oei, Adam C; Patterson, Michael D

    2013-01-01

    Previous evidence points to a causal link between playing action video games and enhanced cognition and perception. However, benefits of playing other video games are under-investigated. We examined whether playing non-action games also improves cognition. Hence, we compared transfer effects of an action and other non-action types that required different cognitive demands. We instructed 5 groups of non-gamer participants to play one game each on a mobile device (iPhone/iPod Touch) for one hour a day/five days a week over four weeks (20 hours). Games included action, spatial memory, match-3, hidden- object, and an agent-based life simulation. Participants performed four behavioral tasks before and after video game training to assess for transfer effects. Tasks included an attentional blink task, a spatial memory and visual search dual task, a visual filter memory task to assess for multiple object tracking and cognitive control, as well as a complex verbal span task. Action game playing eliminated attentional blink and improved cognitive control and multiple-object tracking. Match-3, spatial memory and hidden object games improved visual search performance while the latter two also improved spatial working memory. Complex verbal span improved after match-3 and action game training. Cognitive improvements were not limited to action game training alone and different games enhanced different aspects of cognition. We conclude that training specific cognitive abilities frequently in a video game improves performance in tasks that share common underlying demands. Overall, these results suggest that many video game-related cognitive improvements may not be due to training of general broad cognitive systems such as executive attentional control, but instead due to frequent utilization of specific cognitive processes during game play. Thus, many video game training related improvements to cognition may be attributed to near-transfer effects.

  14. Enhancing Cognition with Video Games: A Multiple Game Training Study

    PubMed Central

    Oei, Adam C.; Patterson, Michael D.

    2013-01-01

    Background Previous evidence points to a causal link between playing action video games and enhanced cognition and perception. However, benefits of playing other video games are under-investigated. We examined whether playing non-action games also improves cognition. Hence, we compared transfer effects of an action and other non-action types that required different cognitive demands. Methodology/Principal Findings We instructed 5 groups of non-gamer participants to play one game each on a mobile device (iPhone/iPod Touch) for one hour a day/five days a week over four weeks (20 hours). Games included action, spatial memory, match-3, hidden- object, and an agent-based life simulation. Participants performed four behavioral tasks before and after video game training to assess for transfer effects. Tasks included an attentional blink task, a spatial memory and visual search dual task, a visual filter memory task to assess for multiple object tracking and cognitive control, as well as a complex verbal span task. Action game playing eliminated attentional blink and improved cognitive control and multiple-object tracking. Match-3, spatial memory and hidden object games improved visual search performance while the latter two also improved spatial working memory. Complex verbal span improved after match-3 and action game training. Conclusion/Significance Cognitive improvements were not limited to action game training alone and different games enhanced different aspects of cognition. We conclude that training specific cognitive abilities frequently in a video game improves performance in tasks that share common underlying demands. Overall, these results suggest that many video game-related cognitive improvements may not be due to training of general broad cognitive systems such as executive attentional control, but instead due to frequent utilization of specific cognitive processes during game play. Thus, many video game training related improvements to cognition may be

  15. Cumulative effects of exposure to violence on posttraumatic stress in Palestinian and Israeli youth.

    PubMed

    Dubow, Eric F; Boxer, Paul; Huesmann, L Rowell; Landau, Simha; Dvir, Shira; Shikaki, Khalil; Ginges, Jeremy

    2012-01-01

    We examine cumulative and prospective effects of exposure to conflict and violence across four contexts (ethnic-political, community, family, school) on posttraumatic stress (PTS) symptoms in Palestinian and Israeli youth. Interviews were conducted with 600 Palestinian and 901 Israeli (Jewish and Arab) children (ages 8, 11, and 14) and their parents once a year for 3 consecutive years. Palestinian children, males, and older youth were generally at greatest risk for exposure to conflict/violence across contexts. Regression analysis found unique effects of exposure to ethnic-political (Palestinian sample), school (Palestinian and Israeli Jewish samples), and family conflict/violence (Israeli Arab sample) during the first 2 years on PTS symptoms in Year 3, controlling for prior PTS symptoms. Cumulative exposure to violence in more contexts during the first 2 years predicted higher subsequent PTS symptoms than did exposure to violence in fewer contexts, and this was true regardless of the youth's level of prior PTS symptoms. These results highlight the risk that ongoing exposure to violence across multiple contexts in the social ecology poses for the mental health of children in contexts of ethnic-political violence. Researchers and mental health professionals working with war-exposed youth in a given cultural context must assess both war- and non-war-related stressors affecting youth. Based on this assessment, interventions may not be limited to individual-based, war-trauma-focused approaches but also may include school-based, community-based, and family-level interventions.

  16. The Effects of Game Strategy and Preference-Matching on Flow Experience and Programming Performance in Game-Based Learning

    ERIC Educational Resources Information Center

    Wang, Li-Chun; Chen, Ming-Puu

    2010-01-01

    Learning to program is difficult for novices, even for those undergraduates who have majored in computer science. The study described in this paper has investigated the effects of game strategy and preference-matching on novice learners' flow experience and performance in learning to program using an experiential gaming activity. One hundred and…

  17. Testing the Effectiveness of Mathematical Games as a Pedagogical Tool for Children's Learning

    ERIC Educational Resources Information Center

    Bragg, Leicha A.

    2012-01-01

    In an effort to engage children in mathematics learning, many primary teachers use mathematical games and activities. Games have been employed for drill and practice, warm-up activities and rewards. The effectiveness of games as a pedagogical tool requires further examination if games are to be employed for the teaching of mathematical concepts.…

  18. Brain training for silver gamers: effects of age and game form on effectiveness, efficiency, self-assessment, and gameplay experience.

    PubMed

    Nacke, Lennart E; Nacke, Anne; Lindley, Craig A

    2009-10-01

    In recent years, an aging demographic majority in the Western world has come to the attention of the game industry. The recently released "brain-training" games target this population, and research investigating gameplay experience of the elderly using this game form is lacking. This study employs a 2 x 2 mixed factorial design (age group: young and old x game form: paper and Nintendo DS) to investigate effects of age and game form on usability, self-assessment, and gameplay experience in a supervised field study. Effectiveness was evaluated in task completion time, efficiency as error rate, together with self-assessment measures (arousal, pleasure, dominance) and game experience (challenge, flow, competence, tension, positive and negative affect). Results indicate players, regardless of age, are more effective and efficient using pen-and-paper than using a Nintendo DS console. However, the game is more arousing and induces a heightened sense of flow in digital form for gamers of all ages. Logic problem-solving challenges within digital games may be associated with positive feelings for the elderly but with negative feelings for the young. Thus, digital logic-training games may provide positive gameplay experience for an aging Western civilization.

  19. Emergency Department Alcohol Intervention: Effects on Dating Violence and Depression.

    PubMed

    Ngo, Quyen M; Eisman, Andria B; Walton, Maureen A; Kusunoki, Yasamin; Chermack, Stephen T; Singh, Vijay; Cunningham, Rebecca

    2018-06-05

    With this study, we examined secondary outcomes of an emergency department (ED)-based brief intervention (BI) on dating violence perpetration and victimization and depression symptoms over 3, 6, and 12 months. ED patients (14-20 years) were screened for risk drinking. Patients who received positive screen results were randomly assigned to a computer BI ( n = 277), therapist BI ( n = 278), or control condition ( n = 281). After the 3-month assessment, participants were randomly assigned to receive the post-ED BI or control condition. BIs were used to address alcohol consumption and consequences (eg, dating violence and depression symptoms) by using motivational interviewing. A total of 836 patients were enrolled in the randomized controlled trial of 4389 patients screened and 1054 who reported risky drinking. Regression models were used to examine longitudinal effects of the alcohol BI on dating violence perpetration, dating violence victimization, and depression symptoms. The therapist BI resulted in a significant reduction of dating violence perpetration up to 12 months (incidence rate ratio [IRR] = 0.53; 95% confidence interval [CI]: 0.37-0.77) and depression symptoms up to 3 months (IRR = 0.85; 95% CI: 0.72-1.00) after the intervention. Computer BI resulted in a reduction of dating violence perpetration (IRR = 0.52; 95% CI: 0.35-0.76) and depression symptoms (IRR = 0.78; 95% CI: 0.66-0.94) 6 months postintervention. Post-ED BIs were associated with lower perpetration at 12 months and lower victimization at 6 and 12 months, irrespective of BI intervention randomization at baseline; however, they did not affect depression symptoms. A single-session ED BI revealed previously to show promise in reducing underage drinking also demonstrates promise in preventing dating violence perpetration and depression symptoms. These technology-enhanced BIs could be particularly helpful given the potential for more efficient resource usage and ease of future implementation

  20. Effects of media violence on viewers' aggression in unconstrained social interaction.

    PubMed

    Wood, W; Wong, F Y; Chachere, J G

    1991-05-01

    This article provides a meta-analytic review of the experimental effects of media violence on viewers' aggression in unstructured social interaction. In the reviewed experiments, children or adolescents were exposed to violent or control presentations and their postexposure behavior was coded for aggression during spontaneous social interaction. Exposure to media violence significantly enhanced viewers' aggressive behavior when the findings were aggregated across studies, but the effect was not uniform across investigations. Only suggestive evidence was obtained concerning moderators of the effect: Marginally stronger relations were obtained in those studies using a cross-section of the normal population of children (vs. emotionally disturbed children) and in those studies conducted in laboratory settings (vs. other contexts).

  1. Game management, context effects, and calibration: the case of yellow cards in soccer.

    PubMed

    Unkelbach, Christian; Memmert, Daniel

    2008-02-01

    Referees in German first-league soccer games do not award as many yellow cards in the beginning of a game as should be statistically expected. One explanation for this effect is the concept of game management (Mascarenhas, Collins, & Mortimer, 2002). Alternatively, the consistency model (Haubensak, 1992) explains the effect as a necessity of the judgment situation: Referees need to calibrate a judgment scale, and, to preserve degrees of freedom in that scale, they need to avoid extreme category judgments in the beginning (i.e., yellow cards). Experiment 1 shows that referees who judge scenes in the context of a game award fewer yellow cards than referees who see the same scenes in random order. Experiment 2 shows the combined influence of game management (by explicitly providing information about the game situation) and calibration (early vs. late scenes in the time course of a game). Theoretical implications for expert refereeing and referee training are discussed.

  2. [Effective coverage to manage domestic violence against women in Mexican municipalities: limits of metrics].

    PubMed

    Viviescas-Vargas, Diana P; Idrovo, Alvaro Javier; López-López, Erika; Uicab-Pool, Gloria; Herrera-Trujillo, Mónica; Balam-Gómez, Maricela; Hidalgo-Solórzano, Elisa

    2013-08-01

    The study estimated the effective coverage of health services in primary care for the management of domestic violence against women in three municipalities in Mexico. We estimated the prevalence and severity of violence using a validated scale, and the effective coverage proposed by Shengelia and partners with any modifications. Quality care was considered when there was a suggestion to report it to authorities. The use and quality of care was low in the three municipalities analyzed, used most frequently when there was sexual or physical violence. Effective coverage was 29.41%, 16.67% and zero in Guachochi, Jojutla and Tizimín, respectively. The effective coverage indicator had difficulties in measuring events and responses that were not based on biomedical models. Findings suggest that the indicator can be improved by incorporating other dimensions of quality.

  3. Community responses to violence.

    PubMed

    Elliott, B A

    1993-06-01

    Community level efforts are effective in the reduction of violence. Community-level interventions have three goals: to prevent the escalation of risk for violence among the families in the community, to assist families at risk of or using violence, and to protect victims of abuse. To prevent violence or reduce its prevalence, community groups need to collaborate to reduce the community-level risk factors. Assisting families and protecting victims of violence requires coordination of community services, including law enforcement, schools, therapists, courts, child care, and social services. All of these goals can best be achieved through the efforts of a community level, multidisciplinary council or board that directs the programs. A community process to establish an integrated program involves several steps. The leaders that are identified need to represent all the disciplines and the entire geographic area involved in the project. Once the leaders start meeting, the baseline information and plan can be developed. Then the project itself can be undertaken, with the support of the media and other appropriate organizations. Several examples of effective projects document this process and its success; the best efforts involve coalitions of private and governmental agencies working together. Physicians are integral to this process. The practice of medicine provides opportunities every day to prevent and intervene in potential cases of abuse and violence. Also, by participating actively in the community, physicians can be effective leaders to change attitudes and behaviors and institute programs toward reducing violence.

  4. Effective affective user interface design in games.

    PubMed

    Johnson, Daniel; Wiles, Janet

    It is proposed that games, which are designed to generate positive affect, are most successful when they facilitate flow (Csikszentmihalyi 1992). Flow is a state of concentration, deep enjoyment, and total absorption in an activity. The study of games, and a resulting understanding of flow in games can inform the design of non-leisure software for positive affect. The paper considers the ways in which computer games contravene Nielsen's guidelines for heuristic evaluation (Nielsen and Molich 1990) and how these contraventions impact on flow. The paper also explores the implications for research that stem from the differences between games played on a personal computer and games played on a dedicated console. This research takes important initial steps towards defining how flow in computer games can inform affective design.

  5. Gaming in the Game of Love: Effects of Video Games on Conflict in Couples

    ERIC Educational Resources Information Center

    Coyne, Sarah M.; Busby, Dean; Bushman, Brad J.; Gentile, Douglas A.; Ridge, Robert; Stockdale, Laura

    2012-01-01

    The current study assessed how playing video games can influence conflict and aggression in relationships. A sample of 1,333 heterosexual couples reported their video game playing habits, conflict regarding the media, and physical and relational aggression (both self and partner directed). Results showed that for men (but not women), time spent…

  6. "No Fun Games": Engagement Effects of Two Gameful Assessment Prototypes

    ERIC Educational Resources Information Center

    Guerreiro, Meg; Nordengren, Chase

    2018-01-01

    Assessments with features of games propose to address student motivation deficits common in traditional assessments. This study examines the impact of two "gameful assessment" prototypes on student engagement and teacher perceptions among 391 Grades 3-7 students and 14 teachers in one Midwestern and one Northwestern school. Using mixed…

  7. Is Participatory Design Associated with the Effectiveness of Serious Digital Games for Healthy Lifestyle Promotion? A Meta-Analysis

    PubMed Central

    Thompson, Debbe; Baranowski, Tom; Palmeira, Antonio; Verloigne, Maïté

    2016-01-01

    Background Serious digital games can be effective at changing healthy lifestyles, but large differences in their effectiveness exist. The extent of user involvement in game design may contribute to game effectiveness by creating a better fit with user preferences. Participatory design (PD), which represents active user involvement as informant (ie, users are asked for input and feedback) or codesigner (ie, users as equal partners in the design) early on and throughout the game development, may be associated with higher game effectiveness, as opposed to no user involvement or limited user involvement. Objective This paper reports the results of a meta-analysis examining the moderating role of PD in the effectiveness of serious digital games for healthy lifestyle promotion. Methods Four databases were searched for peer-reviewed papers in English that were published or in press before October 2014, using a (group-) randomized controlled trial design. Effectiveness data were derived from another meta-analysis assessing the role of behavior change techniques and game features in serious game effectiveness. Results A total of 58 games evaluated in 61 studies were included. As previously reported, serious digital games had positive effects on healthy lifestyles and their determinants. Unexpectedly, PD (g=0.075, 95% CI 0.017 to 0.133) throughout game development was related to lower game effectiveness on behavior (Q=6.74, P<.05) than when users were only involved as testers (g=0.520, 95% CI 0.150 to 0.890, P<.01). Games developed with PD (g=0.171, 95% CI 0.061 to 0.281, P<.01) were also related to lower game effectiveness on self-efficacy (Q=7.83, P<.05) than when users were not involved in game design (g=0.384, 95% CI 0.283 to 0.485, P<.001). Some differences were noted depending on age group, publication year of the study, and on the specific role in PD (ie, informant or codesigner), and depending on the game design element. Games developed with PD were more effective in

  8. Is Participatory Design Associated with the Effectiveness of Serious Digital Games for Healthy Lifestyle Promotion? A Meta-Analysis.

    PubMed

    DeSmet, Ann; Thompson, Debbe; Baranowski, Tom; Palmeira, Antonio; Verloigne, Maïté; De Bourdeaudhuij, Ilse

    2016-04-29

    Serious digital games can be effective at changing healthy lifestyles, but large differences in their effectiveness exist. The extent of user involvement in game design may contribute to game effectiveness by creating a better fit with user preferences. Participatory design (PD), which represents active user involvement as informant (ie, users are asked for input and feedback) or codesigner (ie, users as equal partners in the design) early on and throughout the game development, may be associated with higher game effectiveness, as opposed to no user involvement or limited user involvement. This paper reports the results of a meta-analysis examining the moderating role of PD in the effectiveness of serious digital games for healthy lifestyle promotion. Four databases were searched for peer-reviewed papers in English that were published or in press before October 2014, using a (group-) randomized controlled trial design. Effectiveness data were derived from another meta-analysis assessing the role of behavior change techniques and game features in serious game effectiveness. A total of 58 games evaluated in 61 studies were included. As previously reported, serious digital games had positive effects on healthy lifestyles and their determinants. Unexpectedly, PD (g=0.075, 95% CI 0.017 to 0.133) throughout game development was related to lower game effectiveness on behavior (Q=6.74, P<.05) than when users were only involved as testers (g=0.520, 95% CI 0.150 to 0.890, P<.01). Games developed with PD (g=0.171, 95% CI 0.061 to 0.281, P<.01) were also related to lower game effectiveness on self-efficacy (Q=7.83, P<.05) than when users were not involved in game design (g=0.384, 95% CI 0.283 to 0.485, P<.001). Some differences were noted depending on age group, publication year of the study, and on the specific role in PD (ie, informant or codesigner), and depending on the game design element. Games developed with PD were more effective in changing behavioral determinants

  9. An Update on the Effects of Playing Violent Video Games

    ERIC Educational Resources Information Center

    Anderson, Craig, A.

    2004-01-01

    This article presents a brief overview of existing research on the effects of exposure to violent video games. An updated meta-analysis reveals that exposure to violent video games is significantly linked to increases in aggressive behaviour, aggressive cognition, aggressive affect, and cardiovascular arousal, and to decreases in helping…

  10. Effects of Cognitive Distortions on the Link Between Dating Violence Exposure and Substance Problems in Clinically Hospitalized Youth.

    PubMed

    Miller, Adam Bryant; Williams, Caitlin; Day, Catherine; Esposito-Smythers, Christianne

    2017-06-01

    The purpose of the present study was to examine whether cognitive distortions (e.g., cognitive errors; negative views of self, world, and future) influence the association between dating violence and problematic substance use behaviors in a sample of psychiatrically hospitalized adolescents. Participants included 155 adolescents, aged 13-17 years, who had initiated dating. Adolescents completed measures of dating violence, substance-related problems (alcohol and marijuana), and cognitive distortions. Logistic regressions were conducted to examine the direct and interactive effects of dating violence exposure and cognitive distortions on likelihood of recent problematic substance use. Results suggested a main effect of dating violence on problematic alcohol and other drug use as well as an interactive effect of dating violence and cognitive distortions. Specifically, the relationship between dating violence and odds of substance-related problems was higher among those with greater (vs. fewer) cognitive distortions. Study results suggest the need for careful screening of cognitive distortions among adolescent dating violence victims, particularly those in mental health treatment. © 2016 Wiley Periodicals, Inc.

  11. Effects of Cognitive Distortions on the Link Between Dating Violence Exposure and Substance Problems in Clinically Hospitalized Youth

    PubMed Central

    Miller, Adam Bryant; Williams, Caitlin; Esposito-Smythers, Christianne

    2016-01-01

    Purpose The purpose of the present study was to examine whether cognitive distortions (e.g., cognitive errors; negative views of self, world, and future) influence the association between dating violence and problematic substance use behaviors in a sample of psychiatrically hospitalized adolescents. Methods Participants included 155 adolescents, ages 13 to 17, who had initiated dating. Adolescents completed measures of dating violence, substance related problems, (alcohol and marijuana), and cognitive distortions. Results Logistic regressions were conducted to examine the direct and interactive effects of dating violence exposure and cognitive distortions on likelihood of recent problematic substance use. Results suggested a main effect of dating violence on problematic alcohol and other drug use as well as an interactive effect of dating violence and cognitive distortions. Specifically, the relationship between dating violence and odds of substance related problems were higher among those with greater (vs. fewer) cognitive distortions. Conclusions Study results suggest the need for careful screening of cognitive distortions among adolescent dating violence victims, particularly those in mental health treatment. PMID:27552530

  12. The Effects of Cognitive Capacity and Gaming Expertise on Attention and Comprehension

    ERIC Educational Resources Information Center

    Lee, Y.-H.; Heeter, C.

    2017-01-01

    Educational video games can impose high cognitive demands on its users. Two studies were conducted to examine the cognitive process involved in playing an educational digital game. Study 1 examined the effects of users' working memory capacity and gaming expertise on attention and comprehension of the educational messages. The results showed that…

  13. The Effect of Digital Video Games on EFL Students' Language Learning Motivation

    ERIC Educational Resources Information Center

    Ebrahimzadeh, Mohsen; Alavi, Sepideh

    2017-01-01

    The study examined the effect of a commercial digital video game on high school students' language learning motivation. Participants were 241 male students randomly assigned to one of the following three treatments: Readers, who intensively read the game's story; Players, who played the digital video game; and Watchers, who watched two classmates…

  14. The Association Between Video Game Play and Cognitive Function: Does Gaming Platform Matter?

    PubMed

    Huang, Vivian; Young, Michaelia; Fiocco, Alexandra J

    2017-11-01

    Despite consumer growth, few studies have evaluated the cognitive effects of gaming using mobile devices. This study examined the association between video game play platform and cognitive performance. Furthermore, the differential effect of video game genre (action versus nonaction) was explored. Sixty undergraduate students completed a video game experience questionnaire, and we divided them into three groups: mobile video game players (MVGPs), console/computer video game players (CVGPs), and nonvideo game players (NVGPs). Participants completed a cognitive battery to assess executive function, and learning and memory. Controlling for sex and ethnicity, analyses showed that frequent video game play is associated with enhanced executive function, but not learning and memory. MVGPs were significantly more accurate on working memory performances than NVGPs. Both MVGPs and CVGPs were similarly associated with enhanced cognitive function, suggesting that platform does not significantly determine the benefits of frequent video game play. Video game platform was found to differentially associate with preference for action video game genre and motivation for gaming. Exploratory analyses show that sex significantly effects frequent video game play, platform and genre preference, and cognitive function. This study represents a novel exploration of the relationship between mobile video game play and cognition and adds support to the cognitive benefits of frequent video game play.

  15. Children Living with Violence against Their Mothers: The Side Effects on Their Behaviour, Self-Image and School Performance

    ERIC Educational Resources Information Center

    Koutselini, Mary; Valanidou, Floria

    2014-01-01

    This paper discusses the effects of children's exposure to violence against their mothers. It particularly considers the sided-effects of this violence on the children's behaviour, self-image and school performance. The research indicates that (1) violence against women victimises not only the mothers but also their children, even if the children…

  16. Sexual violence.

    PubMed

    Tavara, Luis

    2006-06-01

    Gender-based violence is related to the power imbalance between men and women that is present, to a greater or lesser degree, in all societies. It was recognized as a human rights problem by the United Nations relatively recently. It includes emotional, physical and sexual violence. Sexual violence is the extreme form of gender-based violence, usually accompanied by the other types of violence. Its prevalence is difficult to determine, but it is likely to affect at least one-third of women at some time in their life. It has multiple effects on women's physical and gynaecological health, and these depend greatly on the quality of care that women receive immediately after the assault. Unfortunately, most emergency health services, including those in women's hospitals, are not prepared to provide the correct care for these women. Care should be multidisciplinary and should involve crisis treatment, meticulous clinical examination with complementary auxiliary methods, treatment of physical lesions, prevention of pregnancy and transmission of sexually transmitted infections, and follow-up for at least 6 months after the assault.

  17. “An Effect That is Deeper Than Beating” Family Violence in Jordanian Women

    PubMed Central

    Morse, Diane S; Paldi, Yael; Egbarya, Samah Salaime; Clark, Cari Jo

    2012-01-01

    This study informs healthcare approaches to gender-based family violence through focus groups with Jordanian women. The authors conducted a thematic qualitative analysis of 12 focus groups among 70 married, divorced, or widowed women about their experiences and beliefs regarding family violence. Five themes relevant to healthcare providers were identified. Three of the themes addressed participant-perceived causes of gender-based family violence: 1) unmet gender role expectations, 2) stigma and social norms, and 3) extended family roles. The fourth theme reflects effects on victims. The fifth theme reflects protective qualities and help seeking behaviors. The themes identified in the analysis reveal multiple ways that gender-based family violence can contribute to health problems and that it can be kept secret by Jordanian women as patients. Potential clues are described for the violence which may not be typically explored in a medical encounter. Additional ways that Jordanian families may seek help from other family or clergy instead of police and family violence agencies are described. Implications of these results for healthcare providers who care both for Jordanians and Arab immigrants in Western cultures are discussed. PMID:22329396

  18. The effect of using games in teaching conservation.

    PubMed

    Tan, Cedric Kai Wei; Lee, Jiin Woei; Hii, Adeline; Loo, Yen Yi; Campos-Arceiz, Ahimsa; Macdonald, David W

    2018-01-01

    Games are an increasingly popular approach for conservation teaching. However, we know little about the effectiveness of the games on students' experiences and knowledge acquisition. Many current games are supplemental games (SG) that have no meaningful interaction with the subject matter. We adapted the experiential gaming (EG) model where students were immersed in goal-orientated tasks found in real-life situations, and they tackled questions to complete actions for their main task. Classroom-based games were created for eight different conservation topics for an annual Wildlife Conservation Course and an annual Diploma in International Wildlife Conservation Practice. Data were collected over two cycles, a total sample size of 55 multinational students. We used a combination of repeated-measures design and counterbalanced measures design; each student was subjected at least twice to each of the EG and didactic instruction (DI) treatments, and at least once to the SG approach. We compared students' perception, learning and behavioural responses to the treatments, including measures of student personality types and learning styles as explanatory variables. Findings revealed multiple benefits of the classroom EG compared to the DI approach, such as increased attention retention, increased engagement and added intrinsic motivation. The improved level of intrinsic motivation was mainly facilitated by increased social bonding between participants. Further, we show that this EG approach appeals to a wide range of learning styles and personalities. The performance of SG was generally intermediate between that of EG and DI. We propose EG as a beneficial complement to traditional classroom teaching and current gamified classes for conservation education.

  19. The effect of using games in teaching conservation

    PubMed Central

    Lee, Jiin Woei; Hii, Adeline; Loo, Yen Yi; Macdonald, David W.

    2018-01-01

    Games are an increasingly popular approach for conservation teaching. However, we know little about the effectiveness of the games on students’ experiences and knowledge acquisition. Many current games are supplemental games (SG) that have no meaningful interaction with the subject matter. We adapted the experiential gaming (EG) model where students were immersed in goal-orientated tasks found in real-life situations, and they tackled questions to complete actions for their main task. Classroom-based games were created for eight different conservation topics for an annual Wildlife Conservation Course and an annual Diploma in International Wildlife Conservation Practice. Data were collected over two cycles, a total sample size of 55 multinational students. We used a combination of repeated-measures design and counterbalanced measures design; each student was subjected at least twice to each of the EG and didactic instruction (DI) treatments, and at least once to the SG approach. We compared students’ perception, learning and behavioural responses to the treatments, including measures of student personality types and learning styles as explanatory variables. Findings revealed multiple benefits of the classroom EG compared to the DI approach, such as increased attention retention, increased engagement and added intrinsic motivation. The improved level of intrinsic motivation was mainly facilitated by increased social bonding between participants. Further, we show that this EG approach appeals to a wide range of learning styles and personalities. The performance of SG was generally intermediate between that of EG and DI. We propose EG as a beneficial complement to traditional classroom teaching and current gamified classes for conservation education. PMID:29736327

  20. Are Games Effective Learning Tools? A Review of Educational Games

    ERIC Educational Resources Information Center

    de Freitas, Sara

    2018-01-01

    The literature around the use, efficacy and design of educational games and game-based learning approaches has been building up gradually and in phases, across different disciplines and in an ad hoc way. This has been problematic in a number of ways and resulted in fragmented literature and inconsistent referencing patterns between different…

  1. Commentary on Foubert, Godin, & Tatum (2010): the evolution of sexual violence prevention and the urgency for effectiveness.

    PubMed

    Tharp, Andra Teten; DeGue, Sarah; Lang, Karen; Valle, Linda Anne; Massetti, Greta; Holt, Melissa; Matjasko, Jennifer

    2011-11-01

    Foubert, Godin, and Tatum describe qualitative effects among college men of The Men's Program, a one-session sexual violence prevention program. This article and the program it describes are representative of many sexual violence prevention programs that are in practice and provide an opportunity for a brief discussion of the development and evaluation of sexual violence prevention approaches. In this commentary, we will focus on two considerations for an evolving field: the adherence to the principles of prevention and the use of rigorous evaluation methods to demonstrate effectiveness. We argue that the problem of sexual violence has created urgency for effective prevention programs and that scientific and prevention standards provide the best foundation to meet this need.

  2. Grand Theft Auto is a "Sandbox" Game, but There are Weapons, Criminals, and Prostitutes in the Sandbox: Response to Ferguson and Donnellan (2017).

    PubMed

    Gabbiadini, Alessandro; Bushman, Brad J; Riva, Paolo; Andrighetto, Luca; Volpato, Chiara

    2017-12-01

    In this issue, (Ferguson, C. J., & Donnellan, B. D., Journal of Youth and and Adolescence, published online 21 June 2017) criticize one of our studies (Gabbiadini, A., Riva, P., Andrighetto, L., Volpato, C., & Bushman, B. J., PLoS ONE, 11: 1-14, 2016) that found violent sexist video games can reduce empathy for female violence victims in male players who identify with violent male game characters, and do so by increasing masculine beliefs. Their main criticism is a "straw person" argument built on a claim that we never made (i.e., a direct effect of sexist-violent video games on empathy). They also made several other criticisms of our article. We appreciate the opportunity to respond to their criticisms in this article. We also point out some flaws in their reanalysis. Despite their criticisms, the core contributions of our original article remain intact.

  3. The income and health effects of tribal casino gaming on American Indians.

    PubMed

    Wolfe, Barbara; Jakubowski, Jessica; Haveman, Robert; Courey, Marissa

    2012-05-01

    The legalization of American Indian casino gaming in the late 1980s allows examination of the relationship between income and health in a quasi-experimental way. Revenue from gaming accrues to individual tribes and has been used both to supplement tribe members' income and to finance tribal infrastructure. We assembled annual data from 1988-2003 on tribal gaming, health care access (from the Area Resource File), and individual health and socioeconomic characteristics data (from the Behavioral Risk Factors Surveillance System). We use this information within a structural, difference-in-differences framework to study the effect of casino gaming on tribal members' income, health status, access to health care, and health-related behaviors. Our difference-in-differences framework relies on before-after comparisons among American Indians whose tribe has at some time operated a casino and with-without comparisons between American Indians whose tribe has and those whose tribe has not initiated gaming. Our results provide identified estimates of the positive effect of gaming on American Indian income and on several indicators of American Indian health, health-related behaviors, and access to health care.

  4. Civil Conflict and Human Capital Accumulation: The Long-Term Effects of Political Violence in Peru

    ERIC Educational Resources Information Center

    Leon, Gianmarco

    2012-01-01

    This paper provides empirical evidence of the persistent effect of exposure to political violence on human capital accumulation. I exploit the variation in conflict location and birth cohorts to identify the long- and short-term effects of the civil war on educational attainment. Conditional on being exposed to violence, the average person…

  5. The problem of false positives and false negatives in violent video game experiments.

    PubMed

    Ferguson, Christopher J

    The problem of false positives and negatives has received considerable attention in behavioral research in recent years. The current paper uses video game violence research as an example of how such issues may develop in a field. Despite decades of research, evidence on whether violent video games (VVGs) contribute to aggression in players has remained mixed. Concerns have been raised in recent years that experiments regarding VVGs may suffer from both "false positives" and "false negatives." The current paper examines this issue in three sets of video game experiments, two sets of video game experiments on aggression and prosocial behaviors identified in meta-analysis, and a third group of recent null studies. Results indicated that studies of VVGs and aggression appear to be particularly prone to false positive results. Studies of VVGs and prosocial behavior, by contrast are heterogeneous and did not demonstrate any indication of false positive results. However, their heterogeneous nature made it difficult to base solid conclusions on them. By contrast, evidence for false negatives in null studies was limited, and little evidence emerged that null studies lacked power in comparison those highlighted in past meta-analyses as evidence for effects. These results are considered in light of issues related to false positives and negatives in behavioral science more broadly. Copyright © 2017 Elsevier Ltd. All rights reserved.

  6. National Television Violence Study. Volume 1.

    ERIC Educational Resources Information Center

    Seawell, Margaret, Ed.

    The National Television Violence Study (NTVS) was a 3-year effort to assess the effects of violence on television, of particular interest to education professionals is the effects of television violence on children. Funded by the National Cable Television Association, the project began in June 1994 and involved the participation of media scholars…

  7. National Television Violence Study. Volume 3.

    ERIC Educational Resources Information Center

    Seawell, Margaret, Ed.

    The National Television Violence Study (NTVS) was a 3-year effort to assess the effects of violence on television, of particular interest to education professionals is the effects of television violence on children. Funded by the National Cable Television Association, the project began in June 1994 and involved the participation of media scholars…

  8. National Television Violence Study. Volume 2.

    ERIC Educational Resources Information Center

    Seawell, Margaret, Ed.

    The National Television Violence Study (NTVS) was a 3-year effort to assess the effects of violence on television, of particular interest to education professionals is the effects of television violence on children. Funded by the National Cable Television Association, the project began in June 1994 and involved the participation of media scholars…

  9. Effect of an Educational Game on University Students' Learning about Action Potentials

    ERIC Educational Resources Information Center

    Luchi, Kelly Cristina Gaviao; Montrezor, Luís Henrique; Marcondes, Fernanda K.

    2017-01-01

    The aim of this study was to evaluate the effect of an educational game that is used for teaching the mechanisms of the action potentials in cell membranes. The game was composed of pieces representing the intracellular and extracellular environments, ions, ion channels, and the Na+-K+-ATPase pump. During the game activity, the students arranged…

  10. The Effect of Playing a Logic Game on Student Learning in Physics.

    ERIC Educational Resources Information Center

    Parsons, Ralph

    The effect of playing a logic game, Master Mind, on student learning in physics was examined in this study. An experimental group of 16 Electronics Engineering Technology students played the game during class one hour per week for seven weeks. A control group of nineteen students took the course without playing the logic game. Results showed that…

  11. Metabolic responses to Wii Fit™ video games at different game levels.

    PubMed

    Worley, Jennifer R; Rogers, Sharon N; Kraemer, Robert R

    2011-03-01

    The Wii Fit™ is a form of interactive gaming designed to elicit health and fitness benefits to replace sedentary gaming. This study was designed to determine the effectiveness of Wii Fit™ fitness games. The purpose of the study was to determine the %VO2max and energy expenditure from different Wii Fit™ games at different levels including the step and hula games. Eight healthy young women completed a preliminary trial to determine VO2max and later played the Wii Fit™ during 2 separate counterbalanced trials. During each session, subjects played levels of Wii Fit™ games for 10 minutes each level. One session involved beginning and intermediate hula, and the other session involved beginning and intermediate steps. The VO2 was measured continuously via metabolic cart, and rating of perceived exertion (RPE) was assessed at the end of each game level. The lowest %VO2max, kcal·min, and RPE occurred during the beginning step game and the highest values occurred during the intermediate hula game. Respiratory exchange ratio was significantly higher in the intermediate hula than beginning hula game but was not significantly different between step game levels. The intermediate hula and step games produced the greatest energy expenditure with an equivalent effect of a walking speed of >5.63 km·h (>3.5 miles·h). This is the first study to determine the percentage of VO2max and caloric expenditure elicited by different Wii Fit™ video games at different game levels in adults. Findings suggest that the Wii Fit™ can be used as an effective activity for promoting physical health in this population.

  12. Effect of playing violent video games cooperatively or competitively on subsequent cooperative behavior.

    PubMed

    Ewoldsen, David R; Eno, Cassie A; Okdie, Bradley M; Velez, John A; Guadagno, Rosanna E; DeCoster, Jamie

    2012-05-01

    Research on video games has yielded consistent findings that violent video games increase aggression and decrease prosocial behavior. However, these studies typically examined single-player games. Of interest is the effect of cooperative play in a violent video game on subsequent cooperative or competitive behavior. Participants played Halo II (a first-person shooter game) cooperatively or competitively and then completed a modified prisoner's dilemma task to assess competitive and cooperative behavior. Compared with the competitive play conditions, players in the cooperative condition engaged in more tit-for-tat behaviors-a pattern of behavior that typically precedes cooperative behavior. The social context of game play influenced subsequent behavior more than the content of the game that was played.

  13. Witnessing Interparental Violence and Acceptance of Dating Violence as Predictors for Teen Dating Violence Victimization.

    PubMed

    Karlsson, Marie E; Temple, Jeff R; Weston, Rebecca; Le, Vi Donna

    2016-04-01

    We examined the association between witnessing interparental violence, attitudes about dating violence, and physical and psychological teen dating violence (TDV) victimization. Participants were 918 teens with dating experience. Witnessing interparental violence and acceptance of dating violence were significant predictors of TDV victimization. Acceptance of dating violence was also a partial mediator between witnessing interparental violence and TDV victimization. Witnessing mother-to-father violence and acceptance of female-perpetrated violence were the most consistent predictors. TDV programs aiming to prevent victimization could benefit from targeting youth exposed to father-to-mother and mother-to-father violence, targeting attitudes about violence, and tailoring interventions to gender-specific risk factors. © The Author(s) 2015.

  14. Television Violence: Implications for Violence Prevention.

    ERIC Educational Resources Information Center

    Hughes, Jan N.; Hasbrouck, Jan E.

    1996-01-01

    Reviews the scientific and public-opinion debate on the impact television violence in America has on aggression and violence. Research supports the view that television violence contributes to children's level of aggressiveness and subsequent violence and criminality. Describes attempts to improve the quality of television programming for children…

  15. Violence against women.

    PubMed

    Shiva, M

    1999-01-01

    In India, violence against women is increasing and takes many forms while laws to protect women are ignored. Despite this fact, the new reproductive and child health program ignores sexual violence. Health personnel can respond by: 1) accepting the magnitude of the problem; 2) investigating the deaths of young women; 3) documenting findings; 4) ensuring that sexual abuse is recognized as a public health problem; 5) disseminating findings; 6) ensuring the protection of female field workers; 7) recognizing violence as an occupational health hazard; 8) facilitating the empowerment of women; 9) training women in self-defense; 10) ensuring that colleges and training institutes address violence as a women's health concern; 11) studying the psychological effects of violence; 12) collaborating with the National Commission for Women and the National Human Rights Commission; and 13) advocating for incorporation of sexual violence as a reproductive health issue in the national reproductive health program. In particular, domestic violence is a pervasive violation of women's human rights and has been resistant to social advances because of its "hidden" nature. Domestic violence exists because husbands believe they have an absolute right over the sexuality of their wives. Abusive husbands also abuse their daughters while sons learn violent behavior from their fathers. Crimes must be considered irrespective of whether they are committed outside or inside the home.

  16. The Effectiveness of Policies and Programs that Attempt to Reduce Firearm Violence: A Meta-Analysis

    ERIC Educational Resources Information Center

    Makarios, Matthew D.; Pratt, Travis C.

    2012-01-01

    In response to rising rates of firearms violence that peaked in the mid-1990s, a wide range of policy interventions have been developed in an attempt to reduce violent crimes committed with firearms. Although some of these approaches appear to be effective at reducing gun violence, methodological variations make comparing effects across program…

  17. The Effect of Attachment on Adolescent Violence

    ERIC Educational Resources Information Center

    Franke, Todd M.

    2003-01-01

    Violence among American youth is a significant societal problem. The past decade witnessed juvenile arrests for violence, weapons, drugs, and curfew violations peak in the mid 90's. Analogous to the arrest trends for older juveniles, the arrest rate for young offenders rose 63% from 1987 until 1994 when it declined slightly. Since that time,…

  18. Antiabortion violence: causes and effects.

    PubMed

    Radford, B; Shaw, G

    1993-01-01

    Most antiabortion groups objected peacefully to the US Supreme Court decision granting women access to abortion by lobbying, demonstrating, and writing letters. Some groups reacted violently. In 1984, violent acts had climbed to 18 bombings and 6 acts of arson directed against abortion providers. They dropped in 1988-1990 and rose again in 1992-1993. The far rights' disapproval of the Reagan and Bush Administrations' inability to make abortion illegal accounts for these increased acts of violence. The violent antiabortion groups interpreted Reagan's failure to stop the continuing violence as approval of their methods. A former Catholic seminarian, Joseph Scheidler, called for a militant effort to end abortion, thereby unleashing the militant, violent antiabortion movement. He led local grassroots groups nationwide to accomplish the Year of Pain and Fear he called for in his book. Antiabortion zealots understand and use the potency of language. The dehumanize abortion providers. They suggest that followers pray for death or destruction. Their rhetoric of hatred motivates persons to perform violent acts. Little difference exists between clinic blockaders and clinic bombers/arsonists. Antiabortion zealots tend to be financial and social drifters escaping a past of drinking or drugs and from very dysfunctional families. Antiabortion violence has ushered in a new wave--murder of a provider. Abortion providers have adapted to lie with threats, jeering, and bricks thrown through windows. Even though abortion seekers fear personal injury, they fear even more harassment and invasion of privacy. Their tactics have reduced women's access to abortion care. Abortion providers operate in just 17% of US counties. When zealots spew hatred on families, however, providers often stop performing abortions. Nevertheless, communities are starting to stand up to the reactionaries. Neighbors, patients, businesses, and other physicians in Montana supported a clinic after a violent act

  19. The moderating role of parental warmth on the effects of exposure to family violence.

    PubMed

    Harper, Felicity W K; Arias, Ileana; House, Amy S

    2003-06-01

    Previous research has shown parental warmth to have mixed effects on individuals in violent families. While positively associated with psychological health in some victims, parental warmth has also been positively associated with measures of psychological distress in other victims. The current study examined two models (the "buffering" and "inconsistency" theories) to clarify the effects of parental warmth. The current study also sought to clarify the role of parental warmth within the context of exposure to different types of family violence (i.e., witnessing versus victimization). Results differed depending on the type of violence exposure. Both mother and father warmth were negatively associated with secure attachment and self-esteem in combined victims and witnesses of violence, whereas, mother warmth was positively associated with self-esteem in witnesses of violence. Father warmth did not significantly impact either outcome for witnesses. Parental warmth did not influence either outcome for those who had only experienced victimization.

  20. Excuses, excuses: accounting for the effects of partner violence on marital satisfaction and stability.

    PubMed

    Katz, J; Arias, I; Beach, S R; Brody, G; Roman, P

    1995-01-01

    For both theoretical and practical reasons, it is important to understand processes that lead to marital dissatisfaction and dissolution among women who are targets of relationship violence. Because attributional tendencies may often forecast marital behavior and because alcohol use is often seen as providing an excuse for deviant behavior, we examine two potential moderators of the associations between husband violence and wife marital outcomes: wife attributional style and husband problem drinking tendencies. A community sample of married couples (N = 66) completed a comprehensive battery of marital assessments. Results suggested that responsibility attributions moderated the association between husband violence and wives' marital dissatisfaction but exerted a direct effect on wives' disposition toward divorce. Husband problem drinking moderated the impact of husband violence only on wives' disposition toward divorce. As would be expected from an "excuse" model of the associations between violence and marital outcomes, violence had less of an impact on marital satisfaction and divorce ideation when wives attributed responsibility for negative spouse behavior as external to their husbands and when husbands were problem drinkers, respectively.

  1. The Effects of Pathological Gaming on Aggressive Behavior

    ERIC Educational Resources Information Center

    Lemmens, Jeroen S.; Valkenburg, Patti M.; Peter, Jochen

    2011-01-01

    Studies have shown that pathological involvement with computer or video games is related to excessive gaming binges and aggressive behavior. Our aims for this study were to longitudinally examine if pathological gaming leads to increasingly excessive gaming habits, and how pathological gaming may cause an increase in physical aggression. For this…

  2. Viewing Violence: How Media Violence Affects Your Child's and Adolescent's Development.

    ERIC Educational Resources Information Center

    Levine, Madeline

    Numerous studies have shown that viewing media violence encourages aggression, desensitization, and pessimism in children. This book reviews research on the effects of television and movie violence on children and adolescents, offering parents suggestions for dealing with the problems it creates. It is asserted that parents frequently…

  3. DESTINATION EFFECTS: RESIDENTIAL MOBILITY AND TRAJECTORIES OF ADOLESCENT VIOLENCE IN A STRATIFIED METROPOLIS

    PubMed Central

    Sharkey, Patrick; Sampson, Robert J.

    2011-01-01

    Two landmark policy interventions to improve the lives of youth through neighborhood mobility—the Gautreaux program in Chicago and the Moving to Opportunity experiments in five cities—have produced conflicting results and created a puzzle with broad implications: Do residential moves between neighborhoods increase or decrease violence, or both? To address this question we analyze data from a subsample of adolescents ages 9–12 from the Project on Human Development in Chicago Neighborhoods, a longitudinal study of children and their families that began in Chicago, the site of the original Gautreaux program and one of the MTO experiments. We propose a dynamic modeling strategy to separate the effects of residential moving over three waves of the study from dimensions of neighborhood change and metropolitan location. The results reveal countervailing effects of mobility on trajectories of violence: Whereas neighborhood moves within Chicago lead to an elevated risk of violence, moves outside of the city reduce violent offending and exposure to violence. The gap in violence between movers within and outside Chicago is explained not only by the racial and economic composition of the destination neighborhoods, but the quality of school contexts, adolescents’ perceived control over their new environment, and fear. These findings highlight the need to consider simultaneously residential mobility, mechanisms of neighborhood change, and the wider geography of structural opportunity. PMID:21339847

  4. A further look at the intergenerational transmission of violence: witnessing interparental violence in emerging adulthood.

    PubMed

    Black, David S; Sussman, Steve; Unger, Jennifer B

    2010-06-01

    The intergenerational transmission (IGT) of violence has been a main the oretical consideration to explain the link between interparental aggression in the family of origin and intimate partner violence (IPV) in subsequent intimate relationships. Studies have examined this theoretical link based on self reports of interparental violence witnessed during childhood and adolescence. However, no study has examined whether emerging adults who currently witness interparental violence are more likely to exhibit violence in their own intimate relationships. Data were analyzed from undergraduate students (N = 223) attending an ethnically diverse Southern California uni versity. Multivariate linear regression analyses were used to examine the impact of witnessing interparental violence on the physical and psycho logical IPV experienced in emerging adult relationships. The joint effects of witnessing both forms of interparental violence were also tested. Support for the intergenerational transmission of violence was identified for specific types of violence. Future directions of study and implications for prevention and treatment are offered.

  5. Preventing Sexual Violence and HIV in Children

    PubMed Central

    Sommarin, Clara; Kilbane, Theresa; Mercy, James A.; Moloney-Kitts, Michele; Ligiero, Daniela P.

    2018-01-01

    Background Evidence linking violence against women and HIV has grown, including on the cycle of violence and the links between violence against children and women. To create an effective response to the HIV epidemic, it is key to prevent sexual violence against children and intimate partner violence (IPV) against adolescent girls. Methods Authors analyzed data from national household surveys on violence against children undertaken by governments in Swaziland, Tanzania, Kenya, and Zimbabwe, with support of the Together for Girls initiative, as well as an analysis of evidence on effective programmes. Results Data show that sexual and physical violence in childhood are linked to negative health outcomes, including increased sexual risk taking (eg, inconsistent condom use and increased number of sexual partners), and that girls begin experiencing IPV (emotional, physical, and sexual) during adolescence. Evidence on effective programmes addressing childhood sexual violence is growing. Key interventions focus on increasing knowledge among children and caregivers by addressing attitudes and practices around violence, including dating relationships. Programmes also seek to build awareness of services available for children who experience violence. Discussion Findings include incorporating attention to children into HIV and violence programmes directed to adults; increased coordination and leveraging of resources between these programmes; test transferability of programmes in low- and middle-income countries; and invest in data collection and robust evaluations of interventions to prevent sexual violence and IPV among children. Conclusions This article contributes to a growing body of evidence on the prevention of sexual violence and HIV in children. PMID:24918598

  6. Effects of early exposure and lifetime exposure to intimate partner violence (IPV) on child adjustment.

    PubMed

    Graham-Bermann, Sandra A; Perkins, Suzanne

    2010-01-01

    Children exposed to overwhelming and potentially traumatic events early in their lives are considered at-risk for problems in adjustment. Yet it is not known whether it is the age of first exposure (AFE) to violence or the amount of violence that the child witnessed in their lifetime that has the greatest impact on adjustment. For a sample of 190 children ages 6 to 12 exposed to intimate partner violence, their mothers reported that the average length of their abusive relationship was 10 years. The majority of children were first exposed to family violence as infants (64%), with only 12% first exposed when school-aged. Both the AFE and an estimate of the cumulative amount of violence were significantly and negatively related to children's behavioral problems. However, in regression analyses controlling for child sex, ethnicity, age, and family environment variables, cumulative violence exposure accounted for greater variance in adjustment than did AFE. Furthermore, cumulative violence exposure mediated the relationship between AFE and externalizing behavior problems, indicating that the cumulative exposure to IPV outweighed the AFE in its effect on child adjustment.

  7. The effects of video game experience and active stereoscopy on performance in combat identification tasks.

    PubMed

    Keebler, Joseph R; Jentsch, Florian; Schuster, David

    2014-12-01

    We investigated the effects of active stereoscopic simulation-based training and individual differences in video game experience on multiple indices of combat identification (CID) performance. Fratricide is a major problem in combat operations involving military vehicles. In this research, we aimed to evaluate the effects of training on CID performance in order to reduce fratricide errors. Individuals were trained on 12 combat vehicles in a simulation, which were presented via either a non-stereoscopic or active stereoscopic display using NVIDIA's GeForce shutter glass technology. Self-report was used to assess video game experience, leading to four between-subjects groups: high video game experience with stereoscopy, low video game experience with stereoscopy, high video game experience without stereoscopy, and low video game experience without stereoscopy. We then tested participants on their memory of each vehicle's alliance and name across multiple measures, including photographs and videos. There was a main effect for both video game experience and stereoscopy across many of the dependent measures. Further, we found interactions between video game experience and stereoscopic training, such that those individuals with high video game experience in the non-stereoscopic group had the highest performance outcomes in the sample on multiple dependent measures. This study suggests that individual differences in video game experience may be predictive of enhanced performance in CID tasks. Selection based on video game experience in CID tasks may be a useful strategy for future military training. Future research should investigate the generalizability of these effects, such as identification through unmanned vehicle sensors.

  8. Parents rate the ratings: a test of the validity of the American movie, television, and video game ratings.

    PubMed

    Walsh, D A; Gentile, D A; Van Brederode, T M

    2002-02-01

    Numerous studies have documented the potential effects on young audiences of violent content in media products, including movies, television programs, and computer and video games. Similar studies have evaluated the effects associated with sexual content and messages. Cumulatively, these effects represent a significant public health risk for increased aggressive and violent behavior, spread of sexually transmitted diseases, and pediatric pregnancy. In partial response to these risks and to public and legislative pressure, the movie, television, and gaming industries have implemented ratings systems intended to provide information about the content and appropriate audiences for different films, shows, and games. We conducted a panel study to test the validity of the current movie, television, and video game rating systems. Participants used the KidScore media evaluation tool, which evaluates films, television shows, and video and computer games on 10 aspects, including the appropriateness of the media product for children on the basis of age. Results revealed that when an entertainment industry rates a product as inappropriate for children, parent raters agree that it is inappropriate for children. However, parent raters disagree with industry usage of many of the ratings designating material suitable for children of different ages. Products rated as appropriate for adolescents are of the greatest concern. The level of disagreement varies from industry to industry and even from rating to rating. Analysis indicates that the amount of violent content and portrayals of violence are the primary markers for disagreement between parent raters and industry ratings. Short-term and long-term recommendations are suggested.

  9. Conversation Game Effectively Engages Groups of Individuals in Discussions about Death and Dying.

    PubMed

    Van Scoy, Lauren Jodi; Reading, Jean M; Scott, Allison M; Green, Michael J; Levi, Benjamin H

    2016-06-01

    Discussions about end-of-life (EOL) values, wishes, and beliefs are critical for effective advance care planning (ACP). New strategies are needed to engage individuals in EOL conversations. The study objective was to test the feasibility of using a conversation game to engage individuals in EOL discussions. This study used a mixed-methods approach. Participants played a conversation game that prompts players to answer and discuss 20 questions about death, dying, and EOL care. Participants completed pre- and postgame questionnaires and participated in postgame focus groups. Subjects were 70 healthy volunteers (18 groups of families, friends, or strangers). Demographics, emotional state, and perceived relational closeness were measured using preintervention questionnaires. Postintervention questionnaires measured conversation satisfaction, realism, self-rated quality, and emotional state. Postgame focus groups evaluated players' experiences playing the game. Using a seven-point Likert scale (1 = low score, 7 = high score), players rated game conversations as satisfying (mean [M] = 6.1, SD = 0.9), realistic (M = 5.6, SD = 0.8), and of high quality (M = 5.7, SD = 0.9). There were no negative effects on emotional state immediately postgame (M = 1.3, SD = 0.5). A thematic analysis of participants' experiences (n = 55) revealed that (1) playing the game was an enjoyable, positive experience; (2) a game is a good framing for EOL discussions; and (3) there were mixed opinions about ideal game group composition. This study established that healthy volunteers enjoyed engaging in a two-hour discussion about EOL issues when framed as a game. The game experience was a positive, satisfying, and enjoyable activity for participants. Further studies are needed to determine if health games can promote effective ACP.

  10. Prevention of violence.

    PubMed

    Elliott, B A

    1993-06-01

    Primary care physicians can easily incorporate efforts toward the primary and secondary prevention of family violence into their practices. By designing a preventive effort using the phases of the family life cycle, a developmentally appropriate system of prevention is created. The anticipatory guidance at each (annual) visit acknowledges family transitions and assures the family that abuse is a health issue and that the physician is a resource for issues of violence prevention. Using the FLC, the first phase is Coupling, when there is a risk of partner violence that continues as long as there is a partnership. Pregnancy and childbirth bring concerns of child neglect and battery. Older children are at additional risk for child sexual abuse. As families age, risks develop for elder abuse, too. The regular discussion of these issues raises the awareness that the potential for family violence continues over the life span and allows the physician opportunities to assess the risk of violence in that family and make appropriate preventive referrals. Primary care physicians are optimally positioned to address violence and its prevention in the office: they know and care for family units over time. Physicians are respected and trusted advisors who can become effective in preventing violence.

  11. Game-Based Approaches, Pedagogical Principles and Tactical Constraints: Examining Games Modification

    ERIC Educational Resources Information Center

    Serra-Olivares, Jaime; García-López, Luis M.; Calderón, Antonio

    2016-01-01

    The purpose of this study was to analyze the effect of modification strategies based on the pedagogical principles of the Teaching Games for Understanding approach on tactical constraints of four 3v3 soccer small-sided games. The Game performance of 21 U-10 players was analyzed in a game similar to the adult game; one based on keeping-the-ball;…

  12. Counseling Victims of Violence.

    ERIC Educational Resources Information Center

    Brown, Sandra L.

    This book provides counselors with a look at the effects of violence and offers strategies for assisting victims and survivors of that violence to cope, recover, and grow. Chapter 1 tells the story of a victim of sexual abuse. Chapter 2 examines the psychodynamics of trauma, including posttraumatic stress. Chapter 3 discusses effective therapies…

  13. The effect of presleep video-game playing on adolescent sleep.

    PubMed

    Weaver, Edward; Gradisar, Michael; Dohnt, Hayley; Lovato, Nicole; Douglas, Paul

    2010-04-15

    Video-game use before bedtime has been linked with poor sleep outcomes for adolescents; however, experimental evidence to support this link is sparse. The present study investigated the capacity of presleep video-game playing to extend sleep latency and reduce subjective feelings of sleepiness in adolescents. The arousing psychophysiologic mechanisms involved and the impact of presleep video-game playing on sleep architecture were also explored. Thirteen male adolescent "evening types" (mean age = 16.6 years, SD = 1.1) participated in a counterbalanced, within-subjects design with experimental (active video gaming) and control (passive DVD watching) conditions. The experiment was conducted in the Flinders University Sleep Research Laboratory. Relative to the control condition, presleep video-game playing increased sleep-onset latency (Z= 2.45, p= .01) and reduced subjective sleepiness (Z = 2.36, p = .02)-but only slightly. Video gaming was related to changes in cognitive alertness (as measured by a power: p < 0.01) but not physiologic arousal (as measured by heart rate: p > 0.05). Contrary to previous findings, sleep architecture was unaffected (both rapid eye movement and slow wave sleep: p > 0.05). Results suggest the direct effect of presleep video-game playing on adolescent sleep may be more modest than previously thought, suggesting that surveys linking stimulating presleep activities to poor sleep need substantiating with empirical evidence.

  14. Effective intervention or child's play? A review of video games for diabetes education.

    PubMed

    DeShazo, Jonathan; Harris, Lynne; Pratt, Wanda

    2010-10-01

    The purpose of this study is (1) to identify diabetes education video games and pilot studies in the literature, (2) to review themes in diabetes video game design and evaluation, and (3) to evaluate the potential role of educational video games in diabetes self-management education. Studies were systematically identified for inclusion from Medline, Web of Science, CINAHL, EMBASE, Psychinfo, IEEE Xplore, and ACM Digital Library. Features of each video game intervention were reviewed and coded based on an existing taxonomy of diabetes interventions framework. Nine studies featuring 11 video games for diabetes care were identified. Video games for diabetes have typically targeted children with type 1 diabetes mellitus and used situation problem-solving methods to teach diet, exercise, self-monitored blood glucose, and medication adherence. Evaluations have shown positive outcomes in knowledge, disease management adherence, and clinical outcomes. Video games for diabetes education show potential as effective educational interventions. Yet we found that improvements are needed in expanding the target audience, tailoring the intervention, and using theoretical frameworks. In the future, the reach and effectiveness of educational video games for diabetes education could be improved by expanding the target audience beyond juvenile type 1 diabetes mellitus, the use of tailoring, and increased use of theoretical frameworks.

  15. Effectiveness of Brief Abstinence for Modifying Problematic Internet Gaming Cognitions and Behaviors.

    PubMed

    King, Daniel L; Kaptsis, Dean; Delfabbro, Paul H; Gradisar, Michael

    2017-12-01

    This pilot study tested the efficacy of a voluntary 84-hour abstinence protocol for modifying problematic Internet gaming cognitions and behaviors METHOD: Twenty-four adults from online gaming communities, including 9 individuals who screened positively for Internet gaming disorder (IGD), abstained from Internet games for 84 hours. Surveys were collected at baseline, at daily intervals during abstinence, and at 7-day and 28-day follow-up RESULTS: Brief voluntary abstinence was successful in reducing hours of gaming, maladaptive gaming cognitions, and IGD symptoms. Abstinence was highly acceptable to participants with total compliance and no study attrition. Clinically significant improvement in IGD symptoms occurred in 75% of the IGD group at 28-day follow-up. Reliable improvement in maladaptive gaming cognitions occurred in 63% of the IGD group, whose cognition score reduced by 50% and was comparable to the non-IGD group at 28-day follow-up CONCLUSIONS: Despite limitations of sample size, this study provides promising support for brief abstinence as a simple, practical, and cost-effective treatment technique for modifying unhelpful gaming cognitions and reducing Internet gaming problems. © 2017 Wiley Periodicals, Inc.

  16. Effects of racing games on risky driving behaviour, and the significance of personality and physiological data.

    PubMed

    Deng, Mingming; Chan, Alan H S; Wu, Feng; Wang, Jun

    2015-08-01

    Racing games have emerged as top-selling products in the video and computer game industry. The effect of playing racing games on the inclination of gamers to take risks has been investigated. Two experiments were conducted. In experiment 1, the impact of personality traits on the effects of playing racing games on risk-taking inclination was examined. The Vienna Test System, which includes the Eysenck Personality Profile Test and the Vienna Risk-Taking Test, was used to measure risk-taking inclination and risk-taking while driving. Experiment 2 was designed and conducted to analyse the effects of different intensity levels of car racing games on risk-taking inclination, and to study the relationship between physiological data and risk-taking inclination. Physiological data on skin conductance, heart rate and blood pressure were measured with the NeuroDyne System. Participants playing a racing game were more inclined to take risks in critical road traffic situations than those playing a neutral game. The adventurousness dimension of the Eysenck Personality Profile Test correlated significantly positively with risk-taking inclination. More importantly, the effect of the intensity level of a racing game on risk-taking inclination was significant. The higher the intensity level of the racing game, the higher the risk-taking inclination while driving. The effect of intensity level of the racing game on skin conductance was significantly positive. Skin conductance correlated significantly positively with risk-taking inclination. The effect of playing racing games on risk-taking inclination is linked to personality and physiological data. Some recommendations are proposed as a result of this study for racing game management. Published by the BMJ Publishing Group Limited. For permission to use (where not already granted under a licence) please go to http://group.bmj.com/group/rights-licensing/permissions.

  17. Domestic Violence and its Effect on Oral Health Behaviour and Oral Health Status

    PubMed Central

    P, Basavaraj; Singla, Ashish; Kote, Sunder; Singh, Shilpi; Jain, Swati; Singh, Khushboo; Vashishtha, Vaibhav

    2014-01-01

    Introduction: Violence against women is one of the major public health and human rights problem in the world today. Hence, the present study was conducted with the aim to assess the effect of domestic violence on oral health behavior and oral health status of females attending community outreach programmes in and around Modinagar. Materials and Methods: A cross-sectional study was conducted through the community outreach programmes organized in Modinagar. A structured questionnaire was used to illicit information regarding socio demographic characteristics, oral health behavior and domestic violence. The dental health examination was done to record dental health status, intraoral and extraoral soft tissue injury, tooth fracture and tooth avulsion due to the injury. Results: Out of the total 304 women, 204(67.1%) reported positive domestic violence. Psychological violence was found to be severe whereas sexual violence was found to be mild in most of the cases. Significant difference was found between oral hygiene aids used , frequency of tooth brushing, periodontal status, missing teeth, intraoral soft tissue injuries and fractures between both the groups (p<0.05). Conclusion: The present study confirmed that domestic violence had significant influence on oral health behavior and oral health status of women. Thus, the dental professionals also should make an attempt to help victims gain access to support and referral services and to provide adequate treatment to them so as to make a positive difference in their lives. PMID:25584297

  18. Effects of Performance Versus Game-Based Mobile Applications on Response to Exercise.

    PubMed

    Gillman, Arielle S; Bryan, Angela D

    2016-02-01

    Given the popularity of mobile applications (apps) designed to increase exercise participation, it is important to understand their effects on psychological predictors of exercise behavior. This study tested a performance feedback-based app compared to a game-based app to examine their effects on aspects of immediate response to an exercise bout. Twenty-eight participants completed a 30-min treadmill run while using one of two randomly assigned mobile running apps: Nike + Running, a performance-monitoring app which theoretically induces an associative, goal-driven state, or Zombies Run!, an app which turns the experience of running into a virtual reality game, theoretically inducing dissociation from primary exercise goals. The two conditions did not differ on primary motivational state outcomes; however, participants reported more associative attentional focus in the performance-monitoring app condition compared to more dissociative focus in the game-based app condition. Game-based and performance-tracking running apps may not have differential effects on goal motivation during exercise. However, game-based apps may help recreational exercisers dissociate from exercise more readily. Increasing the enjoyment of an exercise bout through the development of new and innovative mobile technologies is an important avenue for future research.

  19. Prevalence and Effects of Child Exposure to Domestic Violence.

    ERIC Educational Resources Information Center

    Fantuzzo, John W.; Mohr, Wanda K.

    1999-01-01

    Discusses the limitations of current databases documenting the prevalence and effects of child exposure to domestic violence and describes a model for the collection of reliable and valid prevalence data, the Spousal Assault Replication Program, which uses data collected by the police and university researchers. (SLD)

  20. Investigating the Impact of Gaming Habits, Gender, and Age on the Effectiveness of an Educational Video Game: An Exploratory Study

    ERIC Educational Resources Information Center

    Manero, Borja; Torrente, Javier; Fernandez-Vara, Clara; Fernandez-Manjon, Baltasar

    2017-01-01

    This study examines the influence of players' age, gender, and gaming preferences and habits (from now on, "gaming preferences") on the effectiveness of a specific videogame that has been designed to increase the interest towards classical theater among teenagers. Using a validated instrument, participants were divided into four groups…

  1. Viewing the Cycle of Violence Through a Gendered Pathways Lens: Perceived Parental Tolerance of Violence, Peer Influence, and Child Aggressive Behavior.

    PubMed

    Walters, Glenn D

    2017-04-01

    The purpose of the present study was to determine whether a child's perception of adult tolerance of violence interfaced with peer associations and violent offending. It was hypothesized that a child's perception of his or her parents' tolerance for violence would predict the peer influence effect for aggressive behavior in boys but not girls. Control variables included the parent's stated tolerance of violence, the child's personal attitude toward violence, recent parental divorce or separation, and child maltreatment within the past 12 months. Using the first three waves of the National Youth Survey (NYS), the relationships between perceived parental tolerance of violence and the peer influence and selection effects were examined. A negative binomial path analysis of the male subsample ( n = 736) revealed that perceived parental tolerance of violence predicted the peer influence effect (peer violence leading to participant violent offending) but not the peer selection effect (participant violent offending leading to peer violence) in boys. In girls ( n = 679), neither pathway was significant. The current findings indicate that in boys, perceived parental attitudes toward violence help account for the cycle of violence, perhaps by encouraging the child's association with violent peers. Programs designed to change these perceptions and the parental/community attitudes these perceptions may reflect could be an effective means of intervention for violent youth.

  2. Witnessing the effects of political violence in families: mechanisms of intergenerational transmission and clinical interventions.

    PubMed

    Weingarten, Kaethe

    2004-01-01

    In this era of globalization, when news about political violence can haunt anyone, anywhere, those whose families have suffered political violence in the past are particularly vulnerable to current distress. Skilled in understanding transgenerational processes, family therapists need to be familiar with the mechanisms by which children are exposed to the effects of political violence suffered by their elders-that is, the ways in which they become their witnesses. This article presents a framework for understanding how the trauma of political violence experienced in one generation can "pass" to another that did not directly experience it, and proposes a model to guide clinical intervention.

  3. Community organization moderates the effect of alcohol outlet density on violence.

    PubMed

    Pridemore, William Alex; Grubesic, Tony H

    2012-12-01

    There is growing evidence from multiple disciplines that alcohol outlet density is associated with community levels of assault. Based on the theoretical and empirical literatures on social organization and crime, we tested the hypothesis that the association between alcohol outlet density and neighbourhood violence rates is moderated by social organization. Using geocoded police data on assaults, geocoded data on the location of alcohol outlets, and controlling for several structural factors thought to be associated with violence rates, we tested this hypothesis employing negative binomial regression with our sample of 298 block groups in Cincinnati. Our results revealed direct effects of alcohol outlet density and social organization on assault density, and these effects held for different outlet types (i.e., off-premise, bars, restaurants) and levels of harm (i.e., simple and aggravated assaults). More importantly, we found that the strength of the outlet-assault association was significantly weaker in more socially organized communities. Subsequent analyses by level of organization revealed no effects of alcohol outlet density on aggravated assaults in organized block groups, but significant effects in disorganized block groups. We found no association between social (dis)organization and outlet density. These results clarify the community-level relationship between alcohol outlets and violence and have important implications for municipal-level alcohol policies. © London School of Economics and Political Science 2012.

  4. Effects of video-game play on information processing: a meta-analytic investigation.

    PubMed

    Powers, Kasey L; Brooks, Patricia J; Aldrich, Naomi J; Palladino, Melissa A; Alfieri, Louis

    2013-12-01

    Do video games enhance cognitive functioning? We conducted two meta-analyses based on different research designs to investigate how video games impact information-processing skills (auditory processing, executive functions, motor skills, spatial imagery, and visual processing). Quasi-experimental studies (72 studies, 318 comparisons) compare habitual gamers with controls; true experiments (46 studies, 251 comparisons) use commercial video games in training. Using random-effects models, video games led to improved information processing in both the quasi-experimental studies, d = 0.61, 95% CI [0.50, 0.73], and the true experiments, d = 0.48, 95% CI [0.35, 0.60]. Whereas the quasi-experimental studies yielded small to large effect sizes across domains, the true experiments yielded negligible effects for executive functions, which contrasted with the small to medium effect sizes in other domains. The quasi-experimental studies appeared more susceptible to bias than were the true experiments, with larger effects being reported in higher-tier than in lower-tier journals, and larger effects reported by the most active research groups in comparison with other labs. The results are further discussed with respect to other moderators and limitations in the extant literature.

  5. Effects of active video games on body composition: a randomized controlled trial.

    PubMed

    Maddison, Ralph; Foley, Louise; Ni Mhurchu, Cliona; Jiang, Yannan; Jull, Andrew; Prapavessis, Harry; Hohepa, Maea; Rodgers, Anthony

    2011-07-01

    Sedentary activities such as video gaming are independently associated with obesity. Active video games, in which players physically interact with images on screen, may help increase physical activity and improve body composition. The aim of this study was to evaluate the effect of active video games over a 6-mo period on weight, body composition, physical activity, and physical fitness. We conducted a 2-arm, parallel, randomized controlled trial in Auckland, New Zealand. A total of 322 overweight and obese children aged 10-14 y, who were current users of sedentary video games, were randomly assigned at a 1:1 ratio to receive either an active video game upgrade package (intervention, n = 160) or to have no change (control group, n = 162). The primary outcome was the change from baseline in body mass index (BMI; in kg/m(2)). Secondary outcomes were changes in percentage body fat, physical activity, cardiorespiratory fitness, video game play, and food snacking. At 24 wk, the treatment effect on BMI (-0.24; 95% CI: -0.44, -0.05; P = 0.02) favored the intervention group. The change (±SE) in BMI from baseline increased in the control group (0.34 ± 0.08) but remained the same in the intervention group (0.09 ± 0.08). There was also evidence of a reduction in body fat in the intervention group (-0.83%; 95% CI: -1.54%, -0.12%; P = 0.02). The change in daily time spent playing active video games at 24 wk increased (10.03 min; 95% CI: 6.26, 13.81 min; P < 0.0001) with the intervention accompanied by a reduction in the change in daily time spent playing nonactive video games (-9.39 min; 95% CI: -19.38, 0.59 min; P = 0.06). An active video game intervention has a small but definite effect on BMI and body composition in overweight and obese children. This trial was registered in the Australian New Zealand Clinical Trials Registry at http://www.anzctr.org.au/ as ACTRN12607000632493.

  6. Community violence concerns and adolescent sleep.

    PubMed

    Bagley, Erika J; Tu, Kelly M; Buckhalt, Joseph A; El-Sheikh, Mona

    2016-03-01

    The goal of this study was to examine links between concerns about community violence and objective and subjective sleep parameters in an adolescent sample. Sex was considered as a moderator of effects. The study used a cross-sectional design. The community-based sample included 252 adolescents (53% girls) with an average age of 15.79 years (SD = 0.81) from the Southeastern United States. The sample included 34% African American and 66% European American adolescents from a wide range of socioeconomic backgrounds. Adolescent-reported community violence concerns were assessed using a composite of 3 separate subscales that measured perceived community safety and threats of community and school violence. Sleep duration and quality were assessed using actigraphy, and subjective sleep problems and daytime sleepiness were measured with subscales of the School Sleep Habits Survey. Community violence predicted lower sleep efficiency, more long-wake episodes, and more sleep/wake problems and sleepiness. Sex-related moderation effects revealed that girls in the sample were more vulnerable to the effects of violence concerns on their objective sleep quality. Findings highlight the role of community violence concerns on adolescents' sleep, revealing that greater community violence concerns are linked with lower levels of actigraphy-based and subjective reports of sleep quality, particularly for adolescent girls. Consideration of the mechanisms by which violence concerns may affect sleep is discussed.

  7. Effects of digital game-based learning on student engagement and academic achievement

    NASA Astrophysics Data System (ADS)

    Little, Timothy W.

    This experimental study was designed to determine the effect of digital game-based learning on student engagement and academic achievement. The sample was comprised of 34 students enrolled in a secondary Biology class in a rural public school. The study utilized an experimental pretest-posttest design with switching replications. After random assignment, students participated in one of two supplemental learning activities: playing a digital game designed to review science concepts or participating in a lab to review the same concepts. Students subsequently switched activities. Student achievement data were collected on mastery of science concepts, and student engagement data were collected utilizing self- and teacher-reported measures. Data were analyzed using analysis of variance (ANOVA) with repeated measures. Results demonstrated that the digital game was as effective as the lab activity at increasing teacher-reported student engagement and academic achievement. These findings may be of interest to school administrators or directors of teacher preparation programs on the potential effectiveness of digital games as a learning tool.

  8. Violent video games and the Supreme Court: lessons for the scientific community in the wake of Brown v. Entertainment Merchants Association.

    PubMed

    Ferguson, Christopher J

    2013-01-01

    In June 2011 the U.S. Supreme Court ruled that video games enjoy full free speech protections and that the regulation of violent game sales to minors is unconstitutional. The Supreme Court also referred to psychological research on violent video games as "unpersuasive" and noted that such research contains many methodological flaws. Recent reviews in many scholarly journals have come to similar conclusions, although much debate continues. Given past statements by the American Psychological Association linking video game and media violence with aggression, the Supreme Court ruling, particularly its critique of the science, is likely to be shocking and disappointing to some psychologists. One possible outcome is that the psychological community may increase the conclusiveness of their statements linking violent games to harm as a form of defensive reaction. However, in this article the author argues that the psychological community would be better served by reflecting on this research and considering whether the scientific process failed by permitting and even encouraging statements about video game violence that exceeded the data or ignored conflicting data. Although it is likely that debates on this issue will continue, a move toward caution and conservatism as well as increased dialogue between scholars on opposing sides of this debate will be necessary to restore scientific credibility. The current article reviews the involvement of the psychological science community in the Brown v. Entertainment Merchants Association case and suggests that it might learn from some of the errors in this case for the future. (c) 2013 APA, all rights reserved.

  9. Gaming Personality and Game Dynamics in Online Discussion Instructions

    ERIC Educational Resources Information Center

    Tu, Chih-Hsiung; Yen, Cherng-Jyh; Sujo-Montes, Laura; Roberts, Gayle A.

    2015-01-01

    Gamification is the use of game mechanics to drive game-like engagements and actions. It applies game mechanics, dynamics and frameworks to promote desired learning behaviours. Positive and effective gamification could enhance learning and engage learners in more social and context-rich decision-making for problem-solving in learning tasks.…

  10. Gender differences in the effects of exposure to violence on adolescent substance use.

    PubMed

    Pinchevsky, Gillian M; Wright, Emily M; Fagan, Abigail A

    2013-01-01

    To date, research exploring gender differences in the relationship between exposure to community violence and substance use has been limited. This study employs longitudinal data from the Project on Human Development in Chicago Neighborhoods (PHDCN) to assess the exposure to violence-substance use relationship and explore whether this relationship varies by gender. We find that the two forms of exposure to violence-direct (primary) and indirect (secondary)-independently increase the frequency of subsequent alcohol use, binge drinking, and marijuana use among males and females. One gender difference emerged, as females who had been directly victimized engaged in more frequent binge drinking than males who had been directly victimized. Across both sexes, the effect of each form of violence weakened when other predictors of substance use were included in the models. Future directions for this research are discussed, including policy recommendations to help adolescents cope with victimization experiences.

  11. TV Violence: What's All the Fuss About?

    ERIC Educational Resources Information Center

    Singer, Dorothy G.; Singer, Jerome L.

    1984-01-01

    Discusses problems posed by television violence; how behavioral and social scientists became interested in television violence and its effects on children; how psychologists study relationships between television violence and behavior; how television violence can be counteracted by television industry, parents, and educators; and results from the…

  12. Active video games as a form of exercise and the effect of gaming experience: a preliminary study in healthy young adults.

    PubMed

    O'Donovan, C; Hussey, J

    2012-09-01

    To examine the energy expenditure and heart rate response while playing active video games, and the effect of gaming experience on energy expenditure. Cross-sectional study. Twenty-eight healthy participants (18 male, age 19 to 27 years) played either Wii Sports Boxing, Tennis and Baseball, or Wii Sports Boxing and Wii Fit Free Jogging. Percentage maximal heart rate (%HRmax) and metabolic equivalents (METs) were measured during 15 minutes of rest and during each game. Mean %HRmax and METs while playing each of the four games were as follows: Wii Fit Free Jogging 71% [standard deviation (SD) 13%], 5.9 (SD 1.8); Wii Sports Boxing 58% (SD 13%), 3.2 (SD 1.1); Wii Sports Baseball 42% (SD 6%), 2.0 (SD 0.5); and Wii Sports Tennis 42% (SD 7%), 2.0 (SD 0.4). Subjects with gaming experience achieved a lower heart rate playing Wii Sports Tennis compared with subjects without gaming experience. Wii Sports Boxing, Tennis and Baseball are light-intensity activities, and Wii Fit Free Jogging is a moderate-intensity activity. Experience of gaming may affect the exercise intensity of games requiring controller skill. Copyright © 2012 Chartered Society of Physiotherapy. Published by Elsevier Ltd. All rights reserved.

  13. Dynamic probability of reinforcement for cooperation: Random game termination in the centipede game.

    PubMed

    Krockow, Eva M; Colman, Andrew M; Pulford, Briony D

    2018-03-01

    Experimental games have previously been used to study principles of human interaction. Many such games are characterized by iterated or repeated designs that model dynamic relationships, including reciprocal cooperation. To enable the study of infinite game repetitions and to avoid endgame effects of lower cooperation toward the final game round, investigators have introduced random termination rules. This study extends previous research that has focused narrowly on repeated Prisoner's Dilemma games by conducting a controlled experiment of two-player, random termination Centipede games involving probabilistic reinforcement and characterized by the longest decision sequences reported in the empirical literature to date (24 decision nodes). Specifically, we assessed mean exit points and cooperation rates, and compared the effects of four different termination rules: no random game termination, random game termination with constant termination probability, random game termination with increasing termination probability, and random game termination with decreasing termination probability. We found that although mean exit points were lower for games with shorter expected game lengths, the subjects' cooperativeness was significantly reduced only in the most extreme condition with decreasing computer termination probability and an expected game length of two decision nodes. © 2018 Society for the Experimental Analysis of Behavior.

  14. Racial differences in treatment effect among men in a substance abuse and domestic violence program.

    PubMed

    Scott, Melanie C; Easton, Caroline J

    2010-11-01

    It is unclear whether racial differences in treatment effect exist for individuals in substance abuse and domestic violence programs. This study examined racial differences in treatment effect among substance dependent Caucasian and African-American male intimate partner violence (IPV) offenders court mandated to an integrated substance abuse and domestic violence treatment. From baseline to completion of treatment (week 12), 75 participants (39 Caucasian; 36 African-American) were assessed on demographics, substance use, legal characteristics, and use of violence (physical, verbal, and psychological). African-American men served more months incarcerated in their life than Caucasian men. Both groups showed decreases in their use of physical violence and alcohol abuse over treatment. Caucasian men also showed a decrease in their use of verbal abuse. At treatment completion, both groups showed a reduction in physical abuse and alcohol abuse. Caucasian men showed a reduction in their use of verbal abuse, but African-American men did not. Substance dependent African-American male IPV offenders may benefit from interventions that thoroughly target communication skills in addition to issues of substance abuse and IPV to reduce use of verbal abuse and improve treatment outcomes among African American men.

  15. The Effect of Viewing Television Violence on Aggression.

    ERIC Educational Resources Information Center

    Primavera, Louis H.; Herron, William G.; Jauier, Rafael A.

    1996-01-01

    Discusses research on the negative impact of television and movies, scientific research on television violence and aggression, laboratory research, criticisms of laboratory research, field research, correlation studies. Concludes there is no evidence that viewing television violence increases aggression in children or adults but viewing it can…

  16. Exciting Discoveries on the Health Effects of Family Violence: Where We Are, Where We Need to Go

    ERIC Educational Resources Information Center

    Kendall-Tackett, Kathleen

    2005-01-01

    In the 20 years since the founding of the "Journal of Interpersonal Violence," there have been exciting new discoveries on the long-term physical health effects of family violence. As exciting as these discoveries have been, we still know little about why the experience of family violence makes people sick. Some of the most promising areas of…

  17. Metaphors about violence by preservice teachers.

    PubMed

    Özabaci, Nilüfer; Erkan, Zülal

    2015-03-01

    helplessness; (5) Violence as a consequence of poor communication; (6) Violence as a phenomenon with psychological and physical effects; (7) Violence as a state of mind with long-term ongoing effects. The findings on these categories are presented and recommendations made. The analysis of the research results according to the students' departments indicated that the metaphors describing violence were grouped mainly under the theme (category) of "Violence as a way of controlling others". As the students in these fields of study received an education focused more on concrete and precise facts, they tended to perceive violence in a more conceptual way.

  18. The Interaction Effects of Working Memory Capacity, Gaming Expertise, and Scaffolding Design on Attention and Comprehension in Digital Game Based Learning

    ERIC Educational Resources Information Center

    Lee, Yu-Hao

    2013-01-01

    Educational digital games are often complex problem-solving experiences that can facilitate systematic comprehension. However, empirical studies of digital game based learning (DGBL) have found mixed results regarding DGBL's effect in improving comprehension. While learners generally enjoyed the DGBL learning experience, they often failed to…

  19. “No level up!”: no effects of video game specialization and expertise on cognitive performance

    PubMed Central

    Gobet, Fernand; Johnston, Stephen J.; Ferrufino, Gabriella; Johnston, Matthew; Jones, Michael B.; Molyneux, Antonia; Terzis, Argyrios; Weeden, Luke

    2014-01-01

    Previous research into the effects of action video gaming on cognition has suggested that long term exposure to this type of game might lead to an enhancement of cognitive skills that transfer to non-gaming cognitive tasks. However, these results have been controversial. The aim of the current study was to test the presence of positive cognitive transfer from action video games to two cognitive tasks. More specifically, this study investigated the effects that participants' expertise and genre specialization have on cognitive improvements in one task unrelated to video gaming (a flanker task) and one related task (change detection task with both control and genre-specific images). This study was unique in three ways. Firstly, it analyzed a continuum of expertise levels, which has yet to be investigated in research into the cognitive benefits of video gaming. Secondly, it explored genre-specific skill developments on these tasks by comparing Action and Strategy video game players (VGPs). Thirdly, it used a very tight experiment design, including the experimenter being blind to expertise level and genre specialization of the participant. Ninety-two university students aged between 18 and 30 (M = 21.25) were recruited through opportunistic sampling and were grouped by video game specialization and expertise level. While the results of the flanker task were consistent with previous research (i.e., effect of congruence), there was no effect of expertise, and the action gamers failed to outperform the strategy gamers. Additionally, contrary to expectation, there was no interaction between genre specialization and image type in the change detection task, again demonstrating no expertise effect. The lack of effects for game specialization and expertise goes against previous research on the positive effects of action video gaming on other cognitive tasks. PMID:25506330

  20. Violence against emergency department employees and the attitude of employees towards violence.

    PubMed

    Çıkrıklar, H Í; Yürümez, Y; Güngör, B; Aşkın, R; Yücel, M; Baydemir, C

    2016-10-01

    This study was conducted to evaluate the occurrence of violent incidents in the workplace among the various professional groups working in the emergency department. We characterised the types of violence encountered by different occupation groups and the attitude of individuals working in different capacities. This cross-sectional study included 323 people representing various professional groups working in two distinct emergency departments in Turkey. The participants were asked to complete questionnaires prepared in advance by the researchers. The data were analysed using the Statistical Package for the Social Sciences (Windows version 15.0). A total of 323 subjects including 189 (58.5%) men and 134 (41.5%) women participated in the study. Their mean (± standard deviation) age was 31.5 ± 6.5 years and 32.0 ± 6.9 years, respectively. In all, 74.0% of participants had been subjected to verbal or physical violence at any point since starting employment in a medical profession. Moreover, 50.2% of participants stated that they had been subjected to violence for more than 5 times. Among those who reported being subjected to violence, 42.7% had formally reported the incident(s). Besides, 74.3% of participants did not enjoy their profession, did not want to work in the emergency department, or would prefer employment in a non-health care field after being subjected to violence. According to the study participants, the most common cause of violence was the attitude of patients or their family members (28.7%). In addition, 79.6% (n=257) of participants stated that they did not have adequate safety protection in their working area. According to the study participants, there is a need for legal regulations to effectively deter violence and increased safety measures designed to reduce the incidence of violence in the emergency department. Violence against employees in the emergency department is a widespread problem. This situation has a strong negative effect on employee

  1. The Effects of Music Videos on Adolescent Meaning Construction and Attitudes toward Physical Violence as a Method of Conflict Resolution.

    ERIC Educational Resources Information Center

    Miller, Marilyn A.

    This study addressed the problem of sexism and violence in music videos that present conflict resolutions in domestic violence situations. Research suggests a positive relationship between violence in the home coupled with violence on television and subsequent aggression in individuals. This study examined the effects of this conflict resolution…

  2. Exciting discoveries on the health effects of family violence: where we are, where we need to go.

    PubMed

    Kendall-Tackett, Kathleen

    2005-02-01

    In the 20 years since the founding of the Journal of Interpersonal Violence, there have been exciting new discoveries on the long-term physical health effects of family violence. As exciting as these discoveries have been, we still know little about why the experience of family violence makes people sick. Some of the most promising areas of study on this topic will be in neuroscience, sleep studies, and cognitive variables such as hostility. Once we understand mechanisms, we can design interventions that can ameliorate these effects.

  3. Longitudinal relationships between individual and class norms supporting dating violence and perpetration of dating violence.

    PubMed

    Taylor, Katherine A; Sullivan, Terri N; Farrell, Albert D

    2015-03-01

    Dating violence is commonly perpetrated in adolescence, making it imperative to understand risk factors in order to inform prevention efforts. Although individual norms supporting dating violence are strongly related to its perpetration, few studies have examined their longitudinal impact. Moreover, the influence of class norms (i.e., norms for students in the same grade, cohort, and school) supporting dating violence on perpetration has rarely been studied. The current study examined longitudinal relationships between individual and class norms supporting dating violence and perpetration of physical and psychological dating violence. Participants were two cohorts of sixth graders from 37 schools who were in dating relationships at Wave 1 and 6 months later at Wave 2 (N = 2,022; 43% female; 52% African American, 21% Latino/a, 20% White, and 7% other). The analyses used a multilevel approach, with students represented at Level 1 and classes (n = 74) at Level 2. The models tested direct effects of Wave 1 individual and class norms supporting dating violence on subsequent changes in perpetration of dating violence at Wave 2 and the extent to which gender moderated these relationships. The findings indicated that greater individual norms supporting male dating violence predicted greater change in perpetration of physical and psychological dating violence and greater individual norms supporting female dating violence predicted greater change in perpetration of psychological dating violence. Greater class norms supporting male dating violence predicted greater change in perpetration of physical dating violence; whereas greater class norms supporting female dating violence predicted less change in perpetration of physical dating violence. These findings highlight the need to address norms in early adolescence.

  4. Identifying Links Between Sexual Violence and Youth Violence Perpetration: New Opportunities for Sexual Violence Prevention

    PubMed Central

    DeGue, Sarah; Massetti, Greta M.; Holt, Melissa K.; Tharp, Andra Teten; Valle, Linda Anne; Matjasko, Jennifer L.; Lippy, Caroline

    2018-01-01

    Objective One promising opportunity for advancing sexual violence (SV) research and identifying new avenues for prevention involves examining other forms of violence that may share risk factors with SV. Youth violence (YV) is ideal for consideration given evidence of overlap in SV and YV risk factors, a large set of established YV risk factors across the social ecology, and the number of evidence-based YV prevention strategies available. The current paper identifies shared and unique risk factors for SV and YV and highlights evidence-based YV prevention strategies that impact these shared risk factors. Conclusions Researchers and program developers should consider adapting and evaluating evidence-based YV prevention strategies to prevent SV. Modifying these programs to address SV’s unique risk factors may maximize their potential effectiveness. In addition, expanding SV research at the outer levels of the social ecology is critical to developing community-level prevention strategies. The YV literature suggests several potential risk factors at these levels in need of research for SV, including school connectedness, social disorganization, and availability of alcohol and drugs. Using the YV literature as a starting point for expanding SV research leverages prior investments in YV research, may help identify new SV prevention strategies at a limited cost, and moves the field more quickly toward implementation of cost-effective, multidomain violence prevention strategies in communities. PMID:29644117

  5. Preparing Residents Effectively in Emergency Skills Training With a Serious Game.

    PubMed

    Dankbaar, Mary E W; Roozeboom, Maartje Bakhuys; Oprins, Esther A P B; Rutten, Frans; van Merrienboer, Jeroen J G; van Saase, Jan L C M; Schuit, Stephanie C E

    2017-02-01

    Training emergency care skills is critical for patient safety but cost intensive. Serious games have been proposed as an engaging self-directed learning tool for complex skills. The objective of this study was to compare the cognitive skills and motivation of medical residents who only used a course manual as preparation for classroom training on emergency care with residents who used an additional serious game. This was a quasi-experimental study with residents preparing for a rotation in the emergency department. The "reading" group received a course manual before classroom training; the "reading and game" group received this manual plus the game as preparation for the same training. Emergency skills were assessed before training (with residents who agreed to participate in an extra pretraining assessment), using validated competency scales and a global performance scale. We also measured motivation. All groups had comparable important characteristics (eg, experience with acute care). Before training, the reading and game group felt motivated to play the game and spent more self-study time (+2.5 hours) than the reading group. Game-playing residents showed higher scores on objectively measured and self-assessed clinical competencies but equal scores on the global performance scale and were equally motivated for training, compared with the reading group. After the 2-week training, no differences between groups existed. After preparing training with an additional serious game, residents showed improved clinical competencies, compared with residents who only studied course material. After a 2-week training, this advantage disappeared. Future research should study the retention of game effects in blended designs.

  6. The Effects of Temperature on Political Violence: Global Evidence at the Subnational Level

    PubMed Central

    Bollfrass, Alexander; Shaver, Andrew

    2015-01-01

    A number of studies have demonstrated an empirical relationship between higher ambient temperatures and substate violence, which have been extrapolated to make predictions about the security implications of climate change. This literature rests on the untested assumption that the mechanism behind the temperature-conflict link is that disruption of agricultural production provokes local violence. Using a subnational-level dataset, this paper demonstrates that the relationship: (1) obtains globally, (2) exists at the substate level — provinces that experience positive temperature deviations see increased conflict; and (3) occurs even in regions without significant agricultural production. Diminished local farm output resulting from elevated temperatures is unlikely to account for the entire increase in substate violence. The findings encourage future research to identify additional mechanisms, including the possibility that a substantial portion of the variation is brought about by the well-documented direct effects of temperature on individuals' propensity for violence or through macroeconomic mechanisms such as food price shocks. PMID:25992616

  7. Digital Games, Design, and Learning

    PubMed Central

    Clark, Douglas B.; Tanner-Smith, Emily E.; Killingsworth, Stephen S.

    2016-01-01

    In this meta-analysis, we systematically reviewed research on digital games and learning for K–16 students. We synthesized comparisons of game versus nongame conditions (i.e., media comparisons) and comparisons of augmented games versus standard game designs (i.e., value-added comparisons). We used random-effects meta-regression models with robust variance estimates to summarize overall effects and explore potential moderator effects. Results from media comparisons indicated that digital games significantly enhanced student learning relative to nongame conditions (g¯ = 0.33, 95% confidence interval [0.19, 0.48], k = 57, n = 209). Results from value-added comparisons indicated significant learning benefits associated with augmented game designs (g¯ = 0.34, 95% confidence interval [0.17, 0.51], k = 20, n = 40). Moderator analyses demonstrated that effects varied across various game mechanics characteristics, visual and narrative characteristics, and research quality characteristics. Taken together, the results highlight the affordances of games for learning as well as the key role of design beyond medium. PMID:26937054

  8. Games for Learning

    ERIC Educational Resources Information Center

    Gee, James Paul

    2013-01-01

    Today there is a great deal of interest in and a lot of hype about using video games in schools. Video games are a new silver bullet. Games can create good learning because they teach in powerful ways. The theory behind game-based learning is not really new, but a traditional and well-tested approach to deep and effective learning, often…

  9. Prospective Effects of Violence Exposure across Multiple Contexts on Early Adolescents' Internalizing and Externalizing Problems

    ERIC Educational Resources Information Center

    Mrug, Sylvie; Windle, Michael

    2010-01-01

    Background: Violence exposure within each setting of community, school, or home has been linked with internalizing and externalizing problems. Although many children experience violence in multiple contexts, the effects of such cross-contextual exposure have not been studied. This study addresses this gap by examining independent and interactive…

  10. The influence of game genre on Internet gaming disorder

    PubMed Central

    Na, Euihyeon; Choi, Inyoung; Lee, Taek-Ho; Lee, Hyeseon; Rho, Mi Jung; Cho, Hyun; Jung, Dong Jin; Kim, Dai-Jin

    2017-01-01

    Background and aims Although Internet gaming disorder (IGD) has been investigated in detail, minimal research has been conducted regarding the influence of different game genres on IGD. The aim of this study is to compare the characteristics of members of game genre-specific groups with IGD and to identify factors associated with IGD status in each group in a large sample of adults. Methods Internet games were categorized into four genres: real-time strategy games, massive multiplayer online role-playing games (MMORPG), sport games, and first-person shooter (FPS) games. Participants (n = 2,923) who usually played one of these games completed an anonymous online survey that collected sociodemographic, game usage pattern, and psychopathological assessment data. Results MMORPG and FPS game players more frequently met the criteria for IGD than participants in the other two groups. Differences between the IGD-suspected gamers within the genre-specific groups were observed for a few items, such as average game-playing time and the subscales of the behavioral activation system; however, the factors that contributed to the development of IGD within each game genre-specific group were found to be considerably different. Discussion and conclusions The findings of this study suggest that IGD is a stable psychiatric diagnosis encompassing users of a broad range of game genres. In addition, the development of strategies for the prevention of and early intervention on individuals at high risk for developing IGD may require consideration of the distinct characteristics identified as effective predictors of IGD in users of each game genre. PMID:28658960

  11. The influence of game genre on Internet gaming disorder.

    PubMed

    Na, Euihyeon; Choi, Inyoung; Lee, Taek-Ho; Lee, Hyeseon; Rho, Mi Jung; Cho, Hyun; Jung, Dong Jin; Kim, Dai-Jin

    2017-06-29

    Background and aims Although Internet gaming disorder (IGD) has been investigated in detail, minimal research has been conducted regarding the influence of different game genres on IGD. The aim of this study is to compare the characteristics of members of game genre-specific groups with IGD and to identify factors associated with IGD status in each group in a large sample of adults. Methods Internet games were categorized into four genres: real-time strategy games, massive multiplayer online role-playing games (MMORPG), sport games, and first-person shooter (FPS) games. Participants (n = 2,923) who usually played one of these games completed an anonymous online survey that collected sociodemographic, game usage pattern, and psychopathological assessment data. Results MMORPG and FPS game players more frequently met the criteria for IGD than participants in the other two groups. Differences between the IGD-suspected gamers within the genre-specific groups were observed for a few items, such as average game-playing time and the subscales of the behavioral activation system; however, the factors that contributed to the development of IGD within each game genre-specific group were found to be considerably different. Discussion and conclusions The findings of this study suggest that IGD is a stable psychiatric diagnosis encompassing users of a broad range of game genres. In addition, the development of strategies for the prevention of and early intervention on individuals at high risk for developing IGD may require consideration of the distinct characteristics identified as effective predictors of IGD in users of each game genre.

  12. Friendly fire: Longitudinal effects of exposure to violent video games on aggressive behavior in adolescent friendship dyads

    PubMed Central

    Burk, William J.; Stoltz, Sabine E. M. J.; van den Berg, Yvonne H. M.; Cillessen, Antonius H. N.

    2018-01-01

    Research on gaming effects has focused on adolescence, a developmental period in which peer relationships become increasingly salient. However, the impact of peers on the effects of violent gaming on adolescents has been understudied. This study examined whether adolescents’ exposure to violent video games predicted their own and their friend's aggression one year later. Among 705 gaming adolescents, 141 dyads were identified based on reciprocated best friend nominations (73.8% male, Mage = 13.98). Actor‐Partner Interdependence Models indicated that adolescent males’ (but not females’) exposure to violent games positively predicted the aggression of their best friend 1 year later. This effect appeared regardless of whether the friends played video games together or not. The study illustrates the importance of peers in the association between violent gaming and aggression. PMID:29363767

  13. Short-term Lost Productivity per Victim: Intimate Partner Violence, Sexual Violence, or Stalking.

    PubMed

    Peterson, Cora; Liu, Yang; Kresnow, Marcie-Jo; Florence, Curtis; Merrick, Melissa T; DeGue, Sarah; Lokey, Colby N

    2018-07-01

    The purpose of this study is to estimate victims' lifetime short-term lost productivity because of intimate partner violence, sexual violence, or stalking. U.S. nationally representative data from the 2012 National Intimate Partner and Sexual Violence Survey were used to estimate a regression-adjusted average per victim (female and male) and total population number of cumulative short-term lost work and school days (or lost productivity) because of victimizations over victims' lifetimes. Victims' lost productivity was valued using a U.S. daily production estimate. Analysis was conducted in 2017. Non-institutionalized adults with some lifetime exposure to intimate partner violence, sexual violence, or stalking (n=6,718 respondents; survey-weighted n=130,795,789) reported nearly 741 million lost productive days because of victimizations by an average of 2.5 perpetrators per victim. The adjusted per victim average was 4.9 (95% CI=3.9, 5.9) days, controlling for victim, perpetrator, and violence type factors. The estimated societal cost of this short-term lost productivity was $730 per victim, or $110 billion across the lifetimes of all victims (2016 USD). Factors associated with victims having a higher number of lost days included a higher number of perpetrators and being female, as well as sexual violence, physical violence, or stalking victimization by an intimate partner perpetrator, stalking victimization by an acquaintance perpetrator, and sexual violence or stalking victimization by a family member perpetrator. Short-term lost productivity represents a minimum economic valuation of the immediate negative effects of intimate partner violence, sexual violence, and stalking. Victims' lost productivity affects family members, colleagues, and employers. Published by Elsevier Inc.

  14. Examining the Effects of Emotional and Cognitive Desensitization to Community Violence Exposure in Male Adolescents of Color

    PubMed Central

    Gaylord-Harden, Noni K.; So, Suzanna; Bai, Grace J.; Tolan, Patrick H.

    2016-01-01

    Objective The current study examined pathways in a model of desensitization, the Pathologic Adaptation Model, in adolescent males of color. Specifically, the current study examined depressive symptoms and deviant beliefs as mediators of the association between community violence exposure and subsequent violent behavior. Method The current study included 250 African American (67%) and Latino (33%) male adolescents (T1 mean age = 15.32) from the Chicago Youth Development Study. Results Consistent with the Pathologic Adaptation Model, results demonstrated that depressive symptoms mediated the association between the quadratic violence exposure term in middle adolescence and violent behaviors in late adolescence, but the direction of the mediation effect was dependent upon the levels of violence exposure in middle adolescence. However, deviant beliefs were not found to be a significant mediator. Conclusion Emotional desensitization effects may increase the likelihood of violence perpetration in adolescent males exposed to community violence, and the implications for future research and intervention efforts are discussed. PMID:27977283

  15. Examining the effects of emotional and cognitive desensitization to community violence exposure in male adolescents of color.

    PubMed

    Gaylord-Harden, Noni K; So, Suzanna; Bai, Grace J; Tolan, Patrick H

    2017-01-01

    The current study examined pathways in a model of desensitization, the Pathologic Adaptation Model, in adolescent males of color. Specifically, the current study examined depressive symptoms and deviant beliefs as mediators of the association between community violence exposure and subsequent violent behavior. The current study included 250 African-American (67%) and Latino (33%) male adolescents (T1 mean age = 15.32) from the Chicago Youth Development Study. Consistent with the Pathologic Adaptation Model, results demonstrated that depressive symptoms mediated the association between the quadratic violence exposure term in middle adolescence and violent behaviors in late adolescence, but the direction of the mediation effect was dependent upon the levels of violence exposure in middle adolescence. However, deviant beliefs were not found to be a significant mediator. Emotional desensitization effects may increase the likelihood of violence perpetration in adolescent males exposed to community violence, and the implications for future research and intervention efforts are discussed. (PsycINFO Database Record (c) 2017 APA, all rights reserved).

  16. School climate and adolescent drug use: mediating effects of violence victimization in the urban high school context.

    PubMed

    Reid, Robert J; Andrew Peterson, N; Hughey, Joseph; Garcia-Reid, Pauline

    2006-05-01

    This study tested the mediating effects of violence victimization in the relationship between school climate and adolescent drug use. The hypothesized path model fit data collected from a probability sample of urban high school students (N=586) participating in an evaluation of a violence prevention program funded by the Substance Abuse and Mental Health Services Administration. Findings indicated that the lack of enforcement of school rules and the presence of unsafe places in and around the school influenced adolescent drug use directly and indirectly through their effects on violence victimization.Editors' Strategic Implications: This research confirms the importance of the environment as a contributor to violence victimization. Violence victimization is obviously of concern in its own right, but in addition, these data indicate that it also contributes to adolescent drug use. School administrators should be aware that unsafe places in schools and the failure to enforce school rules may affect such victimization and drug use.

  17. Do Children Who Bully Their Peers Also Play Violent Video Games? A Canadian National Study

    ERIC Educational Resources Information Center

    Dittrick, Crystal J.; Beran, Tanya N.; Mishna, Faye; Hetherington, Ross; Shariff, Shaheen

    2013-01-01

    The study examined whether children who bully others are likely to prefer playing video games that are rated high in maturity and violence. A stratified random sample of Canadian children ages 10 to 17 years from the provinces of Canada was obtained. Parents (n = 397) and their children (n = 492) completed an online survey of children's bullying…

  18. Video games: good, bad, or other?

    PubMed

    Prot, Sara; McDonald, Katelyn A; Anderson, Craig A; Gentile, Douglas A

    2012-06-01

    Video games are a pervasive pastime among children and adolescents. The growing popularity of video games has instigated a debate among parents, researchers, video game producers, and policymakers concerning potential harmful and helpful effects of video games on children. This article provides an overview of research findings on the positive and negative effects of video games, thus providing an empirical answer to the question, are video games good or bad? The article also provides some guidelines to help pediatricians, parents, and other caregivers protect children from negative effects and to maximize positive effects of video games. Copyright © 2012 Elsevier Inc. All rights reserved.

  19. General self-efficacy and the effect of hospital workplace violence on doctors' stress and job satisfaction in China.

    PubMed

    Yao, Yongcheng; Wang, Wei; Wang, Faxuan; Yao, Wu

    2014-06-01

    This study aims at exploring associations of general self-efficacy (GSE), workplace violence and doctors' work-related attitudes. In this study a cross-sectional survey design was applied. Questionnaires were administrated to 758 doctors working in 9 hospitals of Zhengzhou, Henan province, China, between June and October 2010. General information on age, gender, and years of working was collected, and the doctors' experience and witnessing workplace violence, job satisfaction, job initiative, occupational stress as well as GSE were measured. General linear regression analysis was performed in association analyses. Both experiencing and witnessing workplace violence were significantly positively correlated with the level of occupational stress but significantly negatively correlated with job satisfaction, job initiative, and GSE. General self-efficacy significantly modified relationships between both experiencing and witnessing workplace violence with occupational stress (β = 0.49 for experiencing violence; β = 0.43 for witnessing violence; p < 0.001) and with job satisfaction (β = -0.35 and -0.34, respectively; p < 0.05). However, it did not modify the relationships between both experiencing and witnessing workplace violence with job initiative (p > 0.05). The levels of occupational stress declined significantly with the increase of GSE, while job satisfaction increased significantly along with its increase. The effects of GSE on occupational stress and job satisfaction weakened as the frequency of violence increased. The findings suggest that GSE can modify effects of workplace violence on health care workers' stress and job satisfaction. Enhancing GSE in combination with stress reduction may lead to facilitating health care workers' recovery from workplace violence, and thereby improving their work-related attitudes.

  20. Intimate partner violence and pregnancy: epidemiology and impact.

    PubMed

    Chisholm, Christian A; Bullock, Linda; Ferguson, James E Jef

    2017-08-01

    Intimate partner violence is a significant public health problem in our society, affecting women disproportionately. Intimate partner violence takes many forms, including physical violence, sexual violence, stalking, and psychological aggression. While the scope of intimate partner violence is not fully documented, nearly 40% of women in the United States are victims of sexual violence in their lifetimes and 20% are victims of physical intimate partner violence. Other forms of intimate partner violence are likely particularly underreported. Intimate partner violence has a substantial impact on a woman's physical and mental health. Physical disorders include the direct consequences of injuries sustained after physical violence, such as fractures, lacerations and head trauma, sexually transmitted infections and unintended pregnancies as a consequence of sexual violence, and various pain disorders. Mental health impacts include an increased risk of depression, anxiety, posttraumatic stress disorder, and suicide. These adverse health effects are amplified in pregnancy, with an increased risk of pregnancy outcomes such as preterm birth, low birthweight, and small for gestational age. In many US localities, suicide and homicide are leading causes of pregnancy-associated mortality. We herein review the issues noted previously in greater depth and introduce the basic principles of intimate partner violence prevention. We separately address current recommendations for intimate partner violence screening and the evidence surrounding effectiveness of intimate partner violence interventions. Copyright © 2017 Elsevier Inc. All rights reserved.

  1. Mediating effects of workplace violence on the relationships between emotional labour and burnout among clinical nurses.

    PubMed

    Kim, Hyejin; Kim, Ji-Su; Choe, Kwisoon; Kwak, Yeunhee; Song, Jae-Seok

    2018-06-05

    To test a model of the relationship between nurses' burnout and emotional labour using structural equation modelling to identify the mediating effects of workplace violence. Nurses are a group that experiences high emotional labour and are exposed to various types of violence in the clinical setting. Burnout is related to emotional labour as well as exposure of workplace violence, but alternatives to reduce burnout in the context of emotional labour (e.g. reduction of workplace violence) have not been extensively investigated. This study adopted a cross-sectional design. A convenience sample comprising 400 nurses from 4 university hospitals in Korea was selected from 10 - 30 October 2016. Data on nurses' level of emotional labour, burnout and workplace violence were collected from participants. A composite-indicator structural equation model was used to examine the mediation model. Overall, 356 nurses (89.0%) returned the completed questionnaires. Burnout was significantly and positively associated with emotional labour and workplace violence. In addition, workplace violence mediated the relationship between emotional labour and burnout related to the nursing job. The findings suggest that, to alleviate burnout in clinical nurses due to emotional labour, various programs and policy measures should be adopted to prevent their exposure to workplace violence and to enhance the organizational management of violence. This article is protected by copyright. All rights reserved. This article is protected by copyright. All rights reserved.

  2. Symposium on Television Violence (Colloque sur la Violence a la Television); Queen's University, Kingston, Ontario, Canada, August 24-26, 1975.

    ERIC Educational Resources Information Center

    Canadian Radio-Television Commission, Ottawa (Ontario).

    This book presents material from a symposium on television violence that was organized by the Canadian Radio-Television Commission. Part 1, "The Public Issue," discusses the social effects of mass media and violence as a dramatic convention. Part 2, "The Social Effects of Television Violence," provides experiments, research,…

  3. High User Control in Game Design Elements Increases Compliance and In-game Performance in a Memory Training Game.

    PubMed

    Nagle, Aniket; Riener, Robert; Wolf, Peter

    2015-01-01

    Computer games are increasingly being used for training cognitive functions like working memory and attention among the growing population of older adults. While cognitive training games often include elements like difficulty adaptation, rewards, and visual themes to make the games more enjoyable and effective, the effect of different degrees of afforded user control in manipulating these elements has not been systematically studied. To address this issue, two distinct implementations of the three aforementioned game elements were tested among healthy older adults (N = 21, 69.9 ± 6.4 years old) playing a game-like version of the n-back task on a tablet at home for 3 weeks. Two modes were considered, differentiated by the afforded degree of user control of the three elements: user control of difficulty vs. automatic difficulty adaptation, difficulty-dependent rewards vs. automatic feedback messages, and user choice of visual theme vs. no choice. The two modes ("USER-CONTROL" and "AUTO") were compared for frequency of play, duration of play, and in-game performance. Participants were free to play the game whenever and for however long they wished. Participants in USER-CONTROL exhibited significantly higher frequency of playing, total play duration, and in-game performance than participants in AUTO. The results of the present study demonstrate the efficacy of providing user control in the three game elements, while validating a home-based study design in which participants were not bound by any training regimen, and could play the game whenever they wished. The results have implications for designing cognitive training games that elicit higher compliance and better in-game performance, with an emphasis on home-based training.

  4. High User Control in Game Design Elements Increases Compliance and In-game Performance in a Memory Training Game

    PubMed Central

    Nagle, Aniket; Riener, Robert; Wolf, Peter

    2015-01-01

    Computer games are increasingly being used for training cognitive functions like working memory and attention among the growing population of older adults. While cognitive training games often include elements like difficulty adaptation, rewards, and visual themes to make the games more enjoyable and effective, the effect of different degrees of afforded user control in manipulating these elements has not been systematically studied. To address this issue, two distinct implementations of the three aforementioned game elements were tested among healthy older adults (N = 21, 69.9 ± 6.4 years old) playing a game-like version of the n-back task on a tablet at home for 3 weeks. Two modes were considered, differentiated by the afforded degree of user control of the three elements: user control of difficulty vs. automatic difficulty adaptation, difficulty-dependent rewards vs. automatic feedback messages, and user choice of visual theme vs. no choice. The two modes (“USER-CONTROL” and “AUTO”) were compared for frequency of play, duration of play, and in-game performance. Participants were free to play the game whenever and for however long they wished. Participants in USER-CONTROL exhibited significantly higher frequency of playing, total play duration, and in-game performance than participants in AUTO. The results of the present study demonstrate the efficacy of providing user control in the three game elements, while validating a home-based study design in which participants were not bound by any training regimen, and could play the game whenever they wished. The results have implications for designing cognitive training games that elicit higher compliance and better in-game performance, with an emphasis on home-based training. PMID:26635681

  5. [Violence in conjugal relations: concealing and taking sexual violence for granted].

    PubMed

    Dantas-Berger, Sônia Maria; Giffin, Karen

    2005-01-01

    This article presents the results of a qualitative study of women who had filed complaints of domestic violence, situating gender relations in a broader context. The authors focus on the meaning ascribed to sexual coercion in violent relations, suggesting that conjugal sexual violence is related to the perverse effects of changes in the sexual division of labor and the aggravated double demands on women from housework and the workplace, in relation to the dismantling of the male's role as provider in situations of poverty. In this context, women's refusal to engage in sex (a form of resistance which expresses their desire to be sexual protagonists and communicates disappointment with their partners) can be seen as contributing to the exacerbation of conjugal violence. In their partial position of "subjects of resistance", these women reveal a situation of oppression which is rarely referred to as violence: feelings of disgust and repulsion following sexual relations conceded as "conjugal rights" are similar to those manifested by victims of rape by strangers (which, in contrast, is generally recognized as "sexual violence").

  6. Connecting Police Violence With Reproductive Health.

    PubMed

    Premkumar, Ashish; Nseyo, Onouwem; Jackson, Andrea V

    2017-01-01

    Since the police-involved deaths of Michael Brown and Freddie Gray, activists have argued for connecting police violence with reproductive justice. We argue that systematic violence, including police violence, should be evaluated in relation to reproductive health outcomes of individual patients and communities. Beyond emphasizing the relationship between violence and health outcomes, both qualitative and epidemiologic data can be used by activists and caregivers to effectively care for individuals from socially marginalized communities.

  7. Cognitive behavioral game design: a unified model for designing serious games

    PubMed Central

    Starks, Katryna

    2014-01-01

    Video games have a unique ability to engage, challenge, and motivate, which has led teachers, psychology specialists, political activists and health educators to find ways of using them to help people learn, grow and change. Serious games, as they are called, are defined as games that have a primary purpose other than entertainment. However, it is challenging to create games that both educate and entertain. While game designers have embraced some psychological concepts such as flow and mastery, understanding how these concepts work together within established psychological theory would assist them in creating effective serious games. Similarly, game design professionals have understood the propensity of video games to teach while lamenting that educators do not understand how to incorporate educational principles into game play in a way that preserves the entertainment. Bandura (2006) social cognitive theory (SCT) has been used successfully to create video games that create positive behavior outcomes, and teachers have successfully used Gardner’s (1983) theory of multiple intelligences (MIs) to create engaging, immersive learning experiences. Cognitive behavioral game design is a new framework that incorporates SCT and MI with game design principles to create a game design blueprint for serious games. PMID:24550858

  8. Cognitive behavioral game design: a unified model for designing serious games.

    PubMed

    Starks, Katryna

    2014-01-01

    Video games have a unique ability to engage, challenge, and motivate, which has led teachers, psychology specialists, political activists and health educators to find ways of using them to help people learn, grow and change. Serious games, as they are called, are defined as games that have a primary purpose other than entertainment. However, it is challenging to create games that both educate and entertain. While game designers have embraced some psychological concepts such as flow and mastery, understanding how these concepts work together within established psychological theory would assist them in creating effective serious games. Similarly, game design professionals have understood the propensity of video games to teach while lamenting that educators do not understand how to incorporate educational principles into game play in a way that preserves the entertainment. Bandura (2006) social cognitive theory (SCT) has been used successfully to create video games that create positive behavior outcomes, and teachers have successfully used Gardner's (1983) theory of multiple intelligences (MIs) to create engaging, immersive learning experiences. Cognitive behavioral game design is a new framework that incorporates SCT and MI with game design principles to create a game design blueprint for serious games.

  9. The Influence of Empathy and Morality of Violent Video Game Characters on Gamers' Aggression.

    PubMed

    Gao, Xuemei; Weng, Lei; Zhou, Yuhong; Yu, Hongling

    2017-01-01

    According to the General Aggression Model, situational factors (such as the game characters) and personal factors both affect a gamer's acquisition of aggressive behavior. Previous studies have found not only that the surface features of game characters, such as appearance and clothing, but also that their inherent characteristics, such as morality and identity, can influence a gamer's attitude and behavior. Research has also shown that empathy, as a personal factor, can protect gamers from the impact of media violence. However, past research has focused primarily on single factors affecting the player rather than more comprehensive investigations. This study investigates the influence of the game character's moral features and levels of empathy on the gamer's aggression. The participants were 120 Chinese university students (61 females and 59 males) with ages ranging from 17 to 27 years. Participants first completed a series of questionnaires: a user experience questionnaire, a video game questionnaire, the Buss-Perry Aggression Questionnaire, and a modified version of the Interpersonal Reactivity Index. All participants then had 5 min of practice playing a violent video game. They were then divided into three groups: a high empathy group, a low empathy group, and a no empathy group. After the practice, participants in the high and low empathy groups read empathy materials relating to the game characters; participants in the no empathy group began formal gameplay. All participants played the game for 20 min. Finally, participants were required to complete the Scale of Hostility Status questionnaire, the Implicit Aggression Test, and the Competitive Reaction Time Test. The results show that empathy and the morality of game characters both influence aggression, but empathy affected aggression differently in the participants playing justified roles (i.e., killing others for a moral reason in the game) compared to those playing unjustified roles (i.e., killing others

  10. The Influence of Empathy and Morality of Violent Video Game Characters on Gamers’ Aggression

    PubMed Central

    Gao, Xuemei; Weng, Lei; Zhou, Yuhong; Yu, Hongling

    2017-01-01

    According to the General Aggression Model, situational factors (such as the game characters) and personal factors both affect a gamer’s acquisition of aggressive behavior. Previous studies have found not only that the surface features of game characters, such as appearance and clothing, but also that their inherent characteristics, such as morality and identity, can influence a gamer’s attitude and behavior. Research has also shown that empathy, as a personal factor, can protect gamers from the impact of media violence. However, past research has focused primarily on single factors affecting the player rather than more comprehensive investigations. This study investigates the influence of the game character’s moral features and levels of empathy on the gamer’s aggression. The participants were 120 Chinese university students (61 females and 59 males) with ages ranging from 17 to 27 years. Participants first completed a series of questionnaires: a user experience questionnaire, a video game questionnaire, the Buss-Perry Aggression Questionnaire, and a modified version of the Interpersonal Reactivity Index. All participants then had 5 min of practice playing a violent video game. They were then divided into three groups: a high empathy group, a low empathy group, and a no empathy group. After the practice, participants in the high and low empathy groups read empathy materials relating to the game characters; participants in the no empathy group began formal gameplay. All participants played the game for 20 min. Finally, participants were required to complete the Scale of Hostility Status questionnaire, the Implicit Aggression Test, and the Competitive Reaction Time Test. The results show that empathy and the morality of game characters both influence aggression, but empathy affected aggression differently in the participants playing justified roles (i.e., killing others for a moral reason in the game) compared to those playing unjustified roles (i.e., killing

  11. The Effectiveness of an Educational Game for Teaching Optometry Students Basic and Applied Science

    PubMed Central

    Trevino, Richard; Majcher, Carolyn; Rabin, Jeff; Kent, Theresa; Maki, Yutaka; Wingert, Timothy

    2016-01-01

    Purpose To compare the effectiveness of an educational board game with interactive didactic instruction for teaching optometry students elements of the core optometric curriculum. Methods Forty-two optometry students were divided into two GPA-matched groups and assigned to either 12 hours of game play (game group) or 12 hours of interactive didactic instruction (lecture group). The same material from the core optometric curriculum was delivered to both groups. Game play was accomplished via an original board game. Written examinations assessed change in knowledge level. A post-intervention opinion survey assessed student attitudes. Results There was no significant difference in pre- or post-intervention test scores between the lecture and game groups (Pre-test: p = 0.9; Post-test: p = 0.5). Post-intervention test scores increased significantly from baseline (Game group: 29.3% gain, Didactic group: 31.5% gain; p<0.001 for each). The score increase difference between groups was not statistically significant (p = 0.6). The post-intervention attitude survey did not reveal any significant between group differences (p = 0.5). Conclusions Our results indicate that an educational game and interactive didactic instruction can be equally effective in teaching optometry students basic and applied science. Furthermore, both modes of instruction have the potential to be equally engaging and enjoyable experiences. PMID:27233041

  12. The Effectiveness of an Educational Game for Teaching Optometry Students Basic and Applied Science.

    PubMed

    Trevino, Richard; Majcher, Carolyn; Rabin, Jeff; Kent, Theresa; Maki, Yutaka; Wingert, Timothy

    2016-01-01

    To compare the effectiveness of an educational board game with interactive didactic instruction for teaching optometry students elements of the core optometric curriculum. Forty-two optometry students were divided into two GPA-matched groups and assigned to either 12 hours of game play (game group) or 12 hours of interactive didactic instruction (lecture group). The same material from the core optometric curriculum was delivered to both groups. Game play was accomplished via an original board game. Written examinations assessed change in knowledge level. A post-intervention opinion survey assessed student attitudes. There was no significant difference in pre- or post-intervention test scores between the lecture and game groups (Pre-test: p = 0.9; Post-test: p = 0.5). Post-intervention test scores increased significantly from baseline (Game group: 29.3% gain, Didactic group: 31.5% gain; p<0.001 for each). The score increase difference between groups was not statistically significant (p = 0.6). The post-intervention attitude survey did not reveal any significant between group differences (p = 0.5). Our results indicate that an educational game and interactive didactic instruction can be equally effective in teaching optometry students basic and applied science. Furthermore, both modes of instruction have the potential to be equally engaging and enjoyable experiences.

  13. Bridging the gaps: a global review of intersections of violence against women and violence against children

    PubMed Central

    Guedes, Alessandra; Bott, Sarah; Garcia-Moreno, Claudia; Colombini, Manuela

    2016-01-01

    Background The international community recognises violence against women (VAW) and violence against children (VAC) as global human rights and public health problems. Historically, research, programmes, and policies on these forms of violence followed parallel but distinct trajectories. Some have called for efforts to bridge these gaps, based in part on evidence that individuals and families often experience multiple forms of violence that may be difficult to address in isolation, and that violence in childhood elevates the risk of violence against women. Methods This article presents a narrative review of evidence on intersections between VAC and VAW – including sexual violence by non-partners, with an emphasis on low- and middle-income countries. Results We identify and review evidence for six intersections: 1) VAC and VAW have many shared risk factors. 2) Social norms often support VAW and VAC and discourage help-seeking. 3) Child maltreatment and partner violence often co-occur within the same household. 4) Both VAC and VAW can produce intergenerational effects. 5) Many forms of VAC and VAW have common and compounding consequences across the lifespan. 6) VAC and VAW intersect during adolescence, a time of heightened vulnerability to certain kinds of violence. Conclusions Evidence of common correlates suggests that consolidating efforts to address shared risk factors may help prevent both forms of violence. Common consequences and intergenerational effects suggest a need for more integrated early intervention. Adolescence falls between and within traditional domains of both fields and deserves greater attention. Opportunities for greater collaboration include preparing service providers to address multiple forms of violence, better coordination between services for women and for children, school-based strategies, parenting programmes, and programming for adolescent health and development. There is also a need for more coordination among researchers working on

  14. Examining human behavior in video games: The development of a computational model to measure aggression.

    PubMed

    Lamb, Richard; Annetta, Leonard; Hoston, Douglas; Shapiro, Marina; Matthews, Benjamin

    2018-06-01

    Video games with violent content have raised considerable concern in popular media and within academia. Recently, there has been considerable attention regarding the claim of the relationship between aggression and video game play. The authors of this study propose the use of a new class of tools developed via computational models to allow examination of the question of whether there is a relationship between violent video games and aggression. The purpose of this study is to computationally model and compare the General Aggression Model with the Diathesis Mode of Aggression related to the play of violent content in video games. A secondary purpose is to provide a method of measuring and examining individual aggression arising from video game play. Total participants examined for this study are N = 1065. This study occurs in three phases. Phase 1 is the development and quantification of the profile combination of traits via latent class profile analysis. Phase 2 is the training of the artificial neural network. Phase 3 is the comparison of each model as a computational model with and without the presence of video game violence. Results suggest that a combination of environmental factors and genetic predispositions trigger aggression related to video games.

  15. Violence

    MedlinePlus

    ... Illness & disability Drugs, alcohol & smoking Your feelings Relationships Bullying Safety Your future Environmental health Skip section navigation ( ... Robbery Using a weapon Sexual assault and rape Bullying Effects of youth violence top Every year, thousands ...

  16. Potential Adverse Effects of Violent Video Gaming: Interpersonal- Affective Traits Are Rather Impaired Than Disinhibition in Young Adults.

    PubMed

    Kimmig, Ann-Christin S; Andringa, Gerda; Derntl, Birgit

    2018-01-01

    The increasing trend of mass shootings, which were associated with excessive use of violent video games, fueled the debate of possible effects violent video games may have on adolescents and young adults. The aim of this study was to investigate the possible link between violent video gaming effects and the disposition of adverse behavior traits such as interpersonal-affective deficits and disinhibition. Data of 167 young adults, collected by an online questionnaire battery, were analyzed for lifetime video game exposure differences (i.e., non-gamers, non-violent video gamers, stopped violent video game users, and ongoing violent video game users) as well as for recent exposure effects on adverse behavior traits (Levenson's Psychopathy Scale), while controlling for other potentially confounding lifestyle factors. While interpersonal-affective deficits were significantly higher in participants with ongoing violent video game exposure compared to non-gamers and non-violent video gamers, disinhibition was significantly higher in both - stopped and ongoing - violent video game exposure groups compared to non-gamers. Recent violent video game exposure was a stronger predictor for interpersonal-affective deficits, but was also significant for disinhibition. Considering that we observed small to medium effects in a sample of young adults with little to moderate use of violent video games highlights the importance of further investigating the potential adverse effects of violent video games on quality of social relationships.

  17. Potential Adverse Effects of Violent Video Gaming: Interpersonal- Affective Traits Are Rather Impaired Than Disinhibition in Young Adults

    PubMed Central

    Kimmig, Ann-Christin S.; Andringa, Gerda; Derntl, Birgit

    2018-01-01

    The increasing trend of mass shootings, which were associated with excessive use of violent video games, fueled the debate of possible effects violent video games may have on adolescents and young adults. The aim of this study was to investigate the possible link between violent video gaming effects and the disposition of adverse behavior traits such as interpersonal-affective deficits and disinhibition. Data of 167 young adults, collected by an online questionnaire battery, were analyzed for lifetime video game exposure differences (i.e., non-gamers, non-violent video gamers, stopped violent video game users, and ongoing violent video game users) as well as for recent exposure effects on adverse behavior traits (Levenson’s Psychopathy Scale), while controlling for other potentially confounding lifestyle factors. While interpersonal-affective deficits were significantly higher in participants with ongoing violent video game exposure compared to non-gamers and non-violent video gamers, disinhibition was significantly higher in both – stopped and ongoing – violent video game exposure groups compared to non-gamers. Recent violent video game exposure was a stronger predictor for interpersonal-affective deficits, but was also significant for disinhibition. Considering that we observed small to medium effects in a sample of young adults with little to moderate use of violent video games highlights the importance of further investigating the potential adverse effects of violent video games on quality of social relationships. PMID:29867689

  18. Doing more harm than good: negative health effects of intimate-partner violence campaigns.

    PubMed

    West, Jean Jaymes

    2013-01-01

    This study investigates unintended negative effects of health communication campaigns surrounding intimate-partner violence. Major health organizations have identified this issue as an urgent health problem for women, but the effects of these campaigns have rarely been tested with the target audience most affected by the issue. Using qualitative methodology, 10 focus groups were conducted with female survivors of intimate-partner violence. It was found that this group viewed the campaigns as emotionally harmful, inaccurate, and misleading. The results of this research suggest these campaigns may do more harm than good for the audience most severely affected by this issue.

  19. Computer and video game addiction-a comparison between game users and non-game users.

    PubMed

    Weinstein, Aviv Malkiel

    2010-09-01

    Computer game addiction is excessive or compulsive use of computer and video games that may interfere with daily life. It is not clear whether video game playing meets diagnostic criteria for Diagnostic and Statistical Manual of Mental Disorders, Fourth Edition (DSM-IV). First objective is to review the literature on computer and video game addiction over the topics of diagnosis, phenomenology, epidemiology, and treatment. Second objective is to describe a brain imaging study measuring dopamine release during computer game playing. Article search of 15 published articles between 2000 and 2009 in Medline and PubMed on computer and video game addiction. Nine abstinent "ecstasy" users and 8 control subjects were scanned at baseline and after performing on a motorbike riding computer game while imaging dopamine release in vivo with [123I] IBZM and single photon emission computed tomography (SPECT). Psycho-physiological mechanisms underlying computer game addiction are mainly stress coping mechanisms, emotional reactions, sensitization, and reward. Computer game playing may lead to long-term changes in the reward circuitry that resemble the effects of substance dependence. The brain imaging study showed that healthy control subjects had reduced dopamine D2 receptor occupancy of 10.5% in the caudate after playing a motorbike riding computer game compared with baseline levels of binding consistent with increased release and binding to its receptors. Ex-chronic "ecstasy" users showed no change in levels of dopamine D2 receptor occupancy after playing this game. This evidence supports the notion that psycho-stimulant users have decreased sensitivity to natural reward. Computer game addicts or gamblers may show reduced dopamine response to stimuli associated with their addiction presumably due to sensitization.

  20. Friendly fire: Longitudinal effects of exposure to violent video games on aggressive behavior in adolescent friendship dyads.

    PubMed

    Verheijen, Geert P; Burk, William J; Stoltz, Sabine E M J; van den Berg, Yvonne H M; Cillessen, Antonius H N

    2018-05-01

    Research on gaming effects has focused on adolescence, a developmental period in which peer relationships become increasingly salient. However, the impact of peers on the effects of violent gaming on adolescents has been understudied. This study examined whether adolescents' exposure to violent video games predicted their own and their friend's aggression one year later. Among 705 gaming adolescents, 141 dyads were identified based on reciprocated best friend nominations (73.8% male, M age  = 13.98). Actor-Partner Interdependence Models indicated that adolescent males' (but not females') exposure to violent games positively predicted the aggression of their best friend 1 year later. This effect appeared regardless of whether the friends played video games together or not. The study illustrates the importance of peers in the association between violent gaming and aggression. © 2018 The Authors. Aggressive Behavior Published by Wiley Periodicals, Inc.

  1. Effects of Mathematics Computer Games on Special Education Students' Multiplicative Reasoning Ability

    ERIC Educational Resources Information Center

    Bakker, Marjoke; van den Heuvel-Panhuizen, Marja; Robitzsch, Alexander

    2016-01-01

    This study examined the effects of a teacher-delivered intervention with online mathematics mini-games on special education students' multiplicative reasoning ability (multiplication and division). The games involved declarative, procedural, as well as conceptual knowledge of multiplicative relations, and were accompanied with teacher-led lessons…

  2. Racial Differences in Treatment Effect among Men in a Substance Abuse and Domestic Violence Program

    PubMed Central

    Scott, Melanie C.; Easton, Caroline J.

    2013-01-01

    Background It isunclear whether racial differences in treatment effect exist for individuals in substance abuse and domestic violence programs. Objectives This study examined racial differences in treatment effect among substance dependent Caucasian and African-American male intimate partner violence (IPV) offenders court mandated to an integrated substance abuse and domestic violence treatment. Methods From baseline to completion of treatment (week 12), 75 participants (39 Caucasian; 36 African-American) were assessed on demographics, substance use, legal characteristics, and use of violence (physical, verbal, and psychological). Results African-American men served more months incarcerated in their life than Caucasian men. Both groups showed decreases in their use of physical violence and alcohol abuse over treatment. Caucasian men also showed a decrease in their use of verbal abuse. Conclusions and Scientific Significance At treatment completion, both groups showed a reduction in physical abuse and alcohol abuse. Caucasian men showed a reduction in their use of verbal abuse, but African-American men did not. Substance dependent African-American male IPV offenders may benefit from interventions that thoroughly target communication skills in addition to issues of substance abuse and IPV to reduce use of verbal abuse and improve treatment outcomes among African American men. PMID:20936990

  3. Understanding sexual and reproductive violence: an overview.

    PubMed

    Barzelatto, J

    1998-12-01

    International agreements recognizing different forms of violence as violations of human rights and the definition provided by the 1993 UN Declaration on the Elimination of Violence against Women are taken as a starting point and its implications analyzed, emphasizing gender roles and stereotypes. Violence against women is related to violence in general, to the so-called culture of violence. Factors influencing a culture of violence are discussed, as well as the differences between public and private violence, emphasizing the need to understand their interaction to be effective in preventing violence against women. It is concluded that all violence stems from unbalanced exercise of power, creating injustice and lack of real democratic interaction. When left unchallenged such situations become part of the culture of individuals and societies, reinforcing the use of violence to solve conflicts. Hence, preventing violence against women requires cultural, social, economic, and political changes that are only possible by mobilizing society as a whole.

  4. Alcoholism and Intimate Partner Violence: Effects on Children’s Psychosocial Adjustment

    PubMed Central

    Klostermann, Keith; Kelley, Michelle L.

    2009-01-01

    It is widely recognized that alcoholism and relationship violence often have serious consequences for adults; however, children living with alcoholic parents are susceptible to the deleterious familial environments these caregivers frequently create. Given the prevalence of IPV among patients entering substance abuse treatment, coupled with the negative familial consequences associated with these types of behavior, this review explores what have been, to this point, two divergent lines of research: (a) the effects of parental alcoholism on children, and (b) the effects of children’s exposure to intimate partner violence. In this article, the interrelationship between alcoholism and IPV is examined, with an emphasis on the developmental impact of these behaviors (individually and together) on children living in the home and offers recommendations for future research directions. PMID:20049253

  5. Violence on canadian television networks.

    PubMed

    Paquette, Guy

    2004-02-01

    Over the past twenty years, the question of the effects of violence on television has figured prominently in public opinion and hundreds of studies have been devoted to this subject. Many researchers have determined that violence has a negative impact on behavior. The public, broadcasters and political figures all support the idea of reducing the total amount of violence on television - in particular in shows for children. A thousand programs aired between 1993 and 2001 on major non-specialty television networks in Canada were analyzed: TVA, TQS, as well as CTV and Global, private French and English networks, as well as the English CBC Radio and French Radio-Canada for the public networks. The methodology consists of a classic analysis of content where an act of violence constitutes a unit of analysis. The data collected revealed that the amount of violence has increased regularly since 1993 despite the stated willingness on the part of broadcasters to produce programs with less violence. The total number of violent acts, as well as the number of violent acts per hour, is increasing. Private networks deliver three times more violence than public networks. Researchers have also noted that a high proportion of violence occurs in programs airing before 21:00 hours, thereby exposing a large number of children to this violence. Psychological violence is taking on a more significant role in Canadian Television.

  6. Urban children's perceptions of violence.

    PubMed

    Sheehan, Karen; Kim, Lynn E; Galvin, John P

    2004-01-01

    To determine how preadolescent urban children conceptualize and experience violence in their lives. This qualitative study reports the results of focus groups designed to examine perceptions of violence among preadolescent urban children. Program directors were trained to conduct the sessions using a semistructured script. All groups were audiotaped or videotaped. The summaries were analyzed for recurring themes. A community-based visual arts program for children designed to be a secondary violence-prevention program. There were 12 focus groups of volunteer participants. Each consisted of 3 to 6 children aged 8 to 12 years, separated by sex and age. Fifty children participated: 27 boys and 23 girls. These children defined violence in a broader way than most adults would. Not only did the children identify shootings and stabbings as examples of violence, but they also considered violence to be any act that might hurt someone's feelings (such as cheating and lying) or any act accompanying violence (such as cursing and yelling). The boys and girls were very similar in their views except regarding the issue of intimate-partner violence. The girls were almost universally concerned about this issue, but the boys seemed noticeably unaware that intimate-partner violence was considered a form of violence. Most children felt safe at home, and almost no child felt safe at school. They looked to trusted adults to keep them safe. Future investigators measuring the effect of violence-prevention activities on preteen children should be aware that their definition of violence may differ from that of young children and should be cognizant of potential sex differences, especially around the topic of intimate-partner violence. Those designing violence-prevention programs for children should consider engaging adult family members as well because children usually turn to them for safety.

  7. Subjective effect of September 11, 2001 among pregnant women: is cumulative history of interpersonal violence important?

    PubMed

    Lewis, Marilyn W; Cavanagh, Paul K; Ahn, Grace; Yoshioka, Marianne R

    2008-06-01

    Prior history of trauma may sensitize individuals to subsequent trauma, including terrorist attacks. Using a convenience sample of secondary, cross-sectional data, pregnant women were grouped based on lifetime interpersonal violence history. Cumulative risk theory was used to evaluate the association of lifetime interpersonal violence history and subjective impact of the September 11, 2001 (9/11) terrorists attacks. Using hierarchical linear regression, cumulative risk theory was partially supported. Women with a history of only one type of interpfersonal violence reported greater effect of 9/11 than did women without a history, but women with both types of violence did not report a greater effect of 9/11 compared to women endorsing history of one type. These data corroborate the literature in that level of exposure to terrorist-related trauma predicts subjective reaction to the attacks. Future research with a larger sample and standardized instruments is warranted.

  8. Gun violence trends in movies.

    PubMed

    Bushman, Brad J; Jamieson, Patrick E; Weitz, Ilana; Romer, Daniel

    2013-12-01

    Many scientific studies have shown that the mere presence of guns can increase aggression, an effect dubbed the "weapons effect." The current research examines a potential source of the weapons effect: guns depicted in top-selling films. Trained coders identified the presence of violence in each 5-minute film segment for one-half of the top 30 films since 1950 and the presence of guns in violent segments since 1985, the first full year the PG-13 rating (age 13+) was used. PG-13-rated films are among the top-selling films and are especially attractive to youth. Results found that violence in films has more than doubled since 1950, and gun violence in PG-13-rated films has more than tripled since 1985. When the PG-13 rating was introduced, these films contained about as much gun violence as G (general audiences) and PG (parental guidance suggested for young children) films. Since 2009, PG-13-rated films have contained as much or more violence as R-rated films (age 17+) films. Even if youth do not use guns, these findings suggest that they are exposed to increasing gun violence in top-selling films. By including guns in violent scenes, film producers may be strengthening the weapons effect and providing youth with scripts for using guns. These findings are concerning because many scientific studies have shown that violent films can increase aggression. Violent films are also now easily accessible to youth (e.g., on the Internet and cable). This research suggests that the presence of weapons in films might amplify the effects of violent films on aggression.

  9. Serious games and blended learning; effects on performance and motivation in medical education.

    PubMed

    Dankbaar, Mary

    2017-02-01

    More efficient, flexible training models are needed in medical education. Information technology offers the tools to design and develop effective and more efficient training. The aims of this thesis were: 1) Compare the effectiveness of blended versus classroom training for the acquisition of knowledge; 2) Investigate the effectiveness and critical design features of serious games for performance improvement and motivation. Five empirical studies were conducted to answer the research questions and a descriptive study on an evaluation framework to assess serious games was performed. The results of the research studies indicated that: 1) For knowledge acquisition, blended learning is equally effective and attractive for learners as classroom learning; 2) A serious game with realistic, interactive cases improved complex cognitive skills for residents, with limited self-study time. Although the same game was motivating for inexperienced medical students and stimulated them to study longer, it did not improve their cognitive skills, compared with what they learned from an instructional e‑module. This indicates an 'expertise reversal effect', where a rich learning environment is effective for experts, but may be contra-productive for novices (interaction of prior knowledge and complexity of format). A blended design is equally effective and attractive as classroom training. Blended learning facilitates adaptation to the learners' knowledge level, flexibility in time and scalability of learning. Games may support skills learning, provided task complexity matches the learner's competency level. More design-based research is needed on the effects of task complexity and other design features on performance improvement, for both novices and experts.

  10. [The effects of media violence on affective, cognitive, and physiological reactions of viewers].

    PubMed

    Yukawa, S; Yoshida, F

    1998-06-01

    The present study investigated the effects of media violence on affective, cognitive, and physiological reactions of viewers. Eighty undergraduate student (male = 40, female = 40) participated in the experiment. First, subjects were exposed to one of four violent films whose levels of violence and entertainment were based on ratings taken in a previous study (Yoshida & Yukawa, 1996). Immediately after viewing the film, subjects described their thoughts which occurred during watching the film and rated their affective reactions toward the film. Heart rate and eyeblink rate as indicators of physiological arousal were measured continuously before, during, and after the film. Results showed that the film high in violence elicited more negative and empty-powerless affects, while the film high in entertainment evoked more positive affects.

  11. The effect of the topology on the spatial ultimatum game

    NASA Astrophysics Data System (ADS)

    Kuperman, M. N.; Risau-Gusman, S.

    2008-03-01

    In this work we present an analysis of a spatially non homogeneous ultimatum game. By considering different underlying topologies as substrates on top of which the game takes place we obtain nontrivial behaviors for the evolution of the strategies of the players. We analyze separately the effect of the size of the neighborhood and the spatial structure. Whereas this last effect is the most significant one, we show that even for disordered networks and provided the neighborhood of each site is small, the results can be significantly different from those obtained in the case of fully connected networks.

  12. Gender symmetry, sexism, and intimate partner violence.

    PubMed

    Allen, Christopher T; Swan, Suzanne C; Raghavan, Chitra

    2009-11-01

    This study of a predominantly Hispanic sample of 92 male and 140 female college students examines both gender symmetry in intimate partner violence (IPV) and inconsistent relationships found in previous studies between sexist attitudes and IPV. Results indicate that although comparable numbers of men and women perpetrate and are victimized in their relationships with intimate partners, the path models suggest that women's violence tends to be in reaction to male violence, whereas men tend to initiate violence and then their partners respond with violence. Benevolent sexism was shown to have a protective effect against men's violence toward partners. Findings highlight the importance of studying women's violence not only in the context of men's violence but also within a broader sociocultural context.

  13. Quantifying the Effectiveness of Crowd-Sourced Serious Games

    DTIC Science & Technology

    2014-09-01

    of All Metrics Used in the Thesis . . . . . . . . . . . . . . 37 Table 5.1 Average DAU and MAU for Selected Mobile , Social, and Online Games...of Sample VeriGames . . . . . . . . . . . . . . . . . . . . 41 Table 5.4 ER of Some Mobile , Social and Online Games and Developers . . 41 Table 5.5 ER...a code segment. A backend verification engine then combines the assertions produced from all related game instances and tries to obtain conditions

  14. Media violence: advice for parents.

    PubMed

    Muscari, Mary

    2002-01-01

    By the time they reach age 18, American children will have seen 16,000 simulated murders and 200,000 acts of violence (American Psychiatric Association, 1998). Media violence can be hazardous to children's health, and studies point overwhelmingly to a causal connection between media violence and aggressive attitudes, values and behaviors in some children (Congressional Public Health Summit, 2000). Through education in clinics, schools, and primary care offices, pediatric nurses can minimize the impact of media violence. They can obtain comprehensive media histories on children and families. They can teach children and parents about the effects of media violence and advise them how to avoid exposure. Nurses can also encourage the entertainment industry to exercise more responsibility in the ways they entertain children.

  15. Incidence, Type, Related Factors, and Effect of Workplace Violence on Mental Health Nurses: A Cross-sectional Survey.

    PubMed

    Yang, Bing Xiang; Stone, Teresa E; Petrini, Marcia A; Morris, Diana L

    2018-02-01

    Workplace violence and its impact on mental health nurses have yet to be thoroughly explored in China. This study aims to investigate the incidence, type, related factors, and effects of workplace violence on mental health nurses as well as identifying coping strategies. A researcher - designed workplace violence questionnaire and the Maslach Burnout Inventory-General Survey were distributed to nurses at a mental health hospital in Wuhan, China. Most nurses reported a high incidence of workplace violence (94.6%) in the past year ranging from verbal aggression, sexual harassment, to physical attack. The forms of violence significantly correlated with each other (r>0.5, p=0.000). Working on the psychiatric intensive care unit for adult males and being a male nurse placed nurses at significantly higher risk for workplace violence. Providing routine treatment, caring for male patients, and working the night shift increased the risk of sexual harassment. Nurses who believed that workplace violence was preventable experienced a significantly lower incidence of violence. Burnout levels of the mental health nurses were relatively mild, but increased with age, professional title, years of employment and frequency of workplace violence. The incidence of workplace violence among mental health nurses is common, and its frequency is correlated with nurses' level of burnout. Management and clinical nurses should work together on an organization-wide strategy targeting the major identified risk areas to reduce the incidence of workplace violence and minimize its impact on nurses. Copyright © 2017 Elsevier Inc. All rights reserved.

  16. A Constructionism Framework for Designing Game-Like Learning Systems: Its Effect on Different Learners

    ERIC Educational Resources Information Center

    Li, Zhong-Zheng; Cheng, Yuan-Bang; Liu, Chen-Chung

    2013-01-01

    Game-like learning systems such as simulation games and digital toys are increasingly being applied to foster higher-level abilities in educational contexts, as they may facilitate an active learning experience. However, the effect of such game-like learning systems is not guaranteed because students may only be interested in the fantasy…

  17. Typologies of intimate partner violence-maternal parenting and children's externalizing problems: The moderating effect of the exposure to other forms of family violence.

    PubMed

    Lamela, Diogo; Jongenelen, Inês; Pinto, Ricardo; Levendosky, Alytia

    2018-07-01

    Typologies of IPV and parenting practices in mothers who experienced police-reported IPV remain surprisingly unexplored, in addition to how those typologies are linked with children's externalizing problems. Using data from 162 Portuguese mother-child dyads with a police or child protection services referral of IPV, this study aimed to: (a) identify IPV-parenting typologies; (b) test the associations between typologies and children's externalizing problems, and (c) examine the moderating effect of children's exposure to other forms of family violence in those associations. Using a person-centered approach, two IPV-parenting typologies were found: a spillover typology, with high levels of physical, psychological, and sexual violence and high levels of harsh and inconsistent parenting practices; and a compartmentalized typology, with high levels of physical, psychological, and sexual violence and lower ineffective parenting practices. Results also showed that externalizing symptoms (reported by mothers and teachers) were significantly lower in children of mothers in the compartmentalized typology compared to those in the spillover typology. Children's direct exposure to other forms of family violence moderated this association. Findings suggested that children with a high exposure to other forms of family violence showed the highest levels of externalizing problems when their mothers were classified into the spillover typology, and they exhibited the lowest levels of externalizing problems when their mothers were classified in the compartmentalized typology. Copyright © 2018 Elsevier Ltd. All rights reserved.

  18. Games and (Preparation for Future) Learning

    ERIC Educational Resources Information Center

    Hammer, Jessica; Black, John

    2009-01-01

    What makes games effective for learning? The authors argue that games provide vicarious experiences for players, which then amplify the effects of future, formal learning. However, not every game succeeds in doing so! Understanding why some games succeed and others fail at this task means investigating both a given game's design and the…

  19. The effects of intimate partner violence duration on individual and partner-related sexual risk factors among women.

    PubMed

    Fontenot, Holly B; Fantasia, Heidi Collins; Lee-St John, Terrence J; Sutherland, Melissa A

    2014-01-01

    Intimate partner violence (IPV) is associated with risk of sexually transmitted infections (STIs) and HIV among women, but less is known about mechanisms of this association and if length of relationship violence is a factor. The purpose of this study was to explore the relationship between the duration of IPV and both individual and partner-related sexual risk factors that may increase women's risk for STIs and HIV. This was a secondary analysis of data collected from the medical records of 2000 women. Four distinct categories defined the duration of partner violence: violence in the past year only, past year and during the past 5 years, past year plus extending for greater than 5 years, and no past year violence but a history of partner violence. Logistic regression models were used to examine the associations between the duration of partner violence and individual sexual risk behaviors (eg, number of sexual partners, drug and/or alcohol use, anal sex) and partner-related sexual risk factors (eg, nonmonogamy, STI risk, condom nonuse). Nearly 30% of the women in the study reported a history of partner violence during their lifetime. All of the individual risk factors, as well as partner-related risk factors, were significantly associated (P < .05) with partner violence and duration of violence. The study findings extend the knowledge related to partner violence as a risk factor for STIs/HIV, highlighting the effects of partner violence duration on the health of women. Assessing for lifetime experiences of partner violence may improve outcomes for women and their families. © 2014 by the American College of Nurse-Midwives.

  20. Consequences of Play: A Systematic Review of the Effects of Online Gaming

    ERIC Educational Resources Information Center

    Sublette, Victoria Anne; Mullan, Barbara

    2012-01-01

    Massively Multiplayer Online Games (MMOGs) have received considerable attention in news headlines describing gamers who have died while engaging in excessive play. However, more common physical and psychosocial effects attributed to online video gaming are social isolation, increased aggression, and negative academic and occupational consequences.…

  1. Cognitive Science Implications for Enhancing Training Effectiveness in a Serious Gaming Context

    ERIC Educational Resources Information Center

    Greitzer, Frank L.; Kuchar, Olga Anna; Huston, Kristy

    2007-01-01

    Serious games use entertainment principles, creativity, and technology to meet government or corporate training objectives, but these principles alone will not guarantee that the intended learning will occur. To be effective, serious games must incorporate sound cognitive, learning, and pedagogical principles into their design and structure. In…

  2. Investigating gender violence in Jamaica.

    PubMed

    Spiring, Fred

    2014-01-01

    As Jamaica moves through implementation of their National Policy on Gender Equality and develops harassment legislation, this article attempts to investigate current levels and trends of gender-based violence in Jamaica. All analyses make use of existing data and data formats in developing performance indicators that illustrate the current state of gender violence in Jamaica. The analyses provide a baseline for the future assessment and comparison with internationally accepted gender-based violence indicators. All source data has been included to facilitate comparisons and discussions regarding related levels and trends of violence as well as addressing performance indicator effectiveness.

  3. Effects of adolescent online gaming time and motives on depressive, musculoskeletal, and psychosomatic symptoms.

    PubMed

    Hellström, Charlotta; Nilsson, Kent W; Leppert, Jerzy; Åslund, Cecilia

    2015-01-01

    To investigate whether adolescent online gaming time and the additive effect of gaming motives were associated with depressive, musculoskeletal, and psychosomatic symptoms. The hypothesis was that adolescents who engage in online gaming with escape motives and increased online gaming time have higher probability for depressive, musculoskeletal, and psychosomatic symptoms compared to adolescents with other online gaming motives and/or less online gaming time. An anonymous and voluntary questionnaire was completed during class hours by 7,757 Swedish adolescents aged 13-18 years. The questionnaire included demographic background, gaming habits, and depressive, musculoskeletal, and psychosomatic symptoms. It was found that increased online gaming time during weekdays increased the probability of having depressive, musculoskeletal, and psychosomatic symptoms. However, these relations with time spent gaming were further explained by online gaming motives. Weekday online gaming for more than five hours a day, in combination with escape motives, was associated with an increased probability of depressive symptoms (odds ratio (OR) 4.614, 95% CI 3.230-6.590), musculoskeletal symptoms (OR 2.494, 95% CI 1.598-3.892), and psychosomatic symptoms (OR 4.437, 95% CI 2.966-6.637). The probability of ill health decreased when gaming was for fun or had social motives. Excessive gaming time and escape motives were found to be associated with increased probability of ill health among adolescents. Gaming motives may identify gamers in need of support to reduce unhealthy gaming behaviour as well as identify individuals at risk for ill health.

  4. Effect of National Football League games on small animal emergency room caseload.

    PubMed

    Rozanski, Elizabeth A; Rondeau, Mark P; Shaw, Scott P; Rush, John E

    2009-07-01

    To evaluate whether games of popular professional football teams have an effect on small animal emergency room caseload and percentage of dogs and cats that subsequently are hospitalized, are euthanatized, or die following admission to veterinary emergency rooms located within a dedicated fan base. Prospective study. 818 dogs and cats admitted to the emergency room. During the 2007 New England Patriots (NEP) football season, small animal emergency room caseload was recorded for Sunday (4-hour blocks, 8:00 AM until 12:00 midnight) and Monday night (7:00 PM to 11:00 PM). Number of dogs and cats that subsequently were hospitalized, died, or were euthanatized was recorded. Mean game importance rating (GIR) was determined for NEP games (scale, 1 [mild] to 3 [great]). Percentage of dogs and cats admitted from 12:00 noon to 4:00 PM on Sundays during NEP games (mean GIR, 1.7) versus non-NEP games was not different. Mean +/- SD percentage of dogs and cats admitted from 4:00 PM to 8:00 PM on Sundays during NEP games (mean GIR, 2.4) versus non-NEP games was significantly different (18 +/- 5% and 25 +/- 7% of daily caseload, respectively). Percentage of dogs and cats admitted from 8:00 PM to 12:00 midnight on Sundays during NEP games (mean GIR, 2.1) versus non-NEP games was not different. Game type (NEP vs non-NEP) during emergency room admission did not influence whether dogs and cats subsequently were hospitalized, died, or were euthanatized. Professional sporting events may influence veterinary emergency room caseloads.

  5. Video Game Development Strategies for Creating Successful Cognitively Challenging Games

    ERIC Educational Resources Information Center

    Williams, Walter K.

    2018-01-01

    The video game industry is a global multibillion dollar industry with millions of players. The process of developing video games is essential for the continued growth of the industry, and developers need to employ effective strategies that will help them to create successful games. The purpose of this explorative qualitative single case study was…

  6. Active video games: the mediating effect of aerobic fitness on body composition.

    PubMed

    Maddison, Ralph; Mhurchu, Cliona Ni; Jull, Andrew; Prapavessis, Harry; Foley, Louise S; Jiang, Yannan

    2012-05-03

    Increased understanding of why and how physical activity impacts on health outcomes is needed to increase the effectiveness of physical activity interventions. A recent randomized controlled trial of an active video game (PlayStation EyeToy™) intervention showed a statistically significant treatment effect on the primary outcome, change from baseline in body mass index (BMI), which favored the intervention group at 24 weeks. In this short paper we evaluate the mediating effects of the secondary outcomes. To identify mediators of the effect of an active video games intervention on body composition. Data from a two-arm parallel randomized controlled trial of an active video game intervention (n = 322) were analyzed. The primary outcome was change from baseline in BMI. A priori secondary outcomes were considered as potential mediators of the intervention on BMI, including aerobic fitness (VO2Max), time spent in moderate-to-vigorous physical activity (MVPA), and food snacking at 24 weeks. Only aerobic fitness at 24 weeks met the conditions for mediation, and was a significant mediator of BMI. Playing active video games can have a positive effect on body composition in overweight or obese children and this effect is most likely mediated through improved aerobic fitness. Future trials should examine other potential mediators related to this type of intervention. Australian New Zealand Clinical Trials Registry Website: http://www.anzctr.org.au. Study ID number: ACTRN12607000632493.

  7. Effects of Social Games on Infant Vocalizations

    ERIC Educational Resources Information Center

    Hsu, Hui-Chin; Iyer, Suneeti Nathani; Fogel, Alan

    2014-01-01

    The aim of the present study was to examine the contextual effects of social games on prelinguistic vocalizations. The two main goals were to (1) investigate the functions of vocalizations as symptoms of affective arousal and symbols of social understanding, and (2) explore form-function (de)coupling relations between vocalization types and game…

  8. Protective factors for adolescent violence against authority.

    PubMed

    Ibabe, Izaskun; Jaureguizar, Joana; Bentler, Peter M

    2013-01-01

    Both the family and school environments influence adolescents' violence, but there is little research focusing simultaneously on the two contexts. This study analyzed the role of positive family and classroom environments as protective factors for adolescents' violence against authority (parent abuse and teacher abuse) and the relations between antisocial behavior and child-to-parent violence or student-to-teacher violence. The sample comprised 687 Spanish students aged 12-16 years, who responded to the Family Environment Scale (FES) and the Classroom Environment Scale (CES). Structural Equation Modeling was used to test our model of violent behavior towards authority based on Catalano and Hawkins' Social Developmental Model (1996). Perceived family cohesion and organization showed an inverse association with parent abuse, suggesting that a positive family environment was a protective factor for the development of violence against parents. Family and classroom environments had direct effects on adolescents' violence against authority, and antisocial behavior showed a mediating effect in this relationship. The model accounted for 81% of the variance in violence against authority. As family environment was a better predictor of violence against authority than school environment, intervention efforts to reduce rates of adolescent violence should focus on helping parents to increase family cohesion and to manage conflictive relationships with their children.

  9. Humor as Camouflage of Televised Violence.

    ERIC Educational Resources Information Center

    Potter, W. James; Warren, Ron

    1998-01-01

    Contributes to research on schema theory and media effects by examining how violence is portrayed in comedy programs. Finds a high rate of violence (especially verbal forms) on comedy programs; and the combination of humor, minor acts of violence, and program context tend to trivialize its presence. Suggests that viewers' schema for comedy uses…

  10. The effects of moms and teens for safe dates: a dating abuse prevention program for adolescents exposed to domestic violence.

    PubMed

    Foshee, Vangie A; Benefield, Thad; Dixon, Kimberly S; Chang, Ling-Yin; Senkomago, Virginia; Ennett, Susan T; Moracco, Kathryn E; Michael Bowling, J

    2015-05-01

    Adolescents exposed to domestic violence are at high risk for dating abuse. This randomized controlled trial evaluated a dating abuse prevention program designed specifically for this risk group. Moms and Teens for Safe Dates consisted of six mailed booklets of dating abuse prevention information and interactive activities. Mothers who had been victims of domestic violence but no longer lived with the abuser delivered the program to their adolescents who had been exposed to the abuse. Mother and adolescent pairs (N = 409) were recruited through community advertising; the adolescents ranged from 12 to 16 years old and 64 % were female. Mothers and adolescents completed baseline and 6-month follow-up telephone interviews. Booklet completion in the treatment group ranged from 80 % for the first to 62 % for the last booklet. The analyses first tested whether program effects on dating abuse varied by four a priori identified moderators (mother's psychological health, the amount of adolescent exposure to domestic violence, and adolescent sex and race/ethnicity). Main effects of the program were examined when there were no differential program effects. Program effects on psychological and physical victimization and psychological and cyber perpetration were moderated by the amount of adolescent exposure to domestic violence; there were significant favorable program effects for adolescents with higher, but not lower levels of exposure to domestic violence. There were no moderated or main effects on sexual violence victimization and perpetration or cyber victimization. The findings suggest that a dating abuse prevention program designed for adolescents exposed to domestic violence can have important positive effects.

  11. Parent refugee status, immigration stressors, and Southeast Asian youth violence.

    PubMed

    Spencer, James H; Le, Thao N

    2006-10-01

    To assess the effects of parents' experience of traumatic events on violence among Southeast Asian and Chinese youth. The study examines independent effects of parents' refugee camp experiences and immigration stress on serious or family/partner violence among youth. Findings contribute evidence on the intergenerational effects of community-level trauma that can help policy makers better integrate family and community strategies to reduce youth violence. Obtained cross-sectional, face-to-face interview data including peer delinquency, parental engagement, parental discipline, serious violence, and family/partner violence from a sample of 329 Chinese and Southeast Asian adolescents. Measures of socioeconomic status, refugee status, and immigration stressors were collected from their respective parents. Data were analyzed using LISREL 8.54 for structural equation modeling. Findings show that parents' refugee status facilitated serious violence, and was fully mediated by peer delinquency and parental engagement, but for Vietnamese only. Parents' refugee status was also significantly related to family/partner violence, and mediated by peer delinquency. This relationship was not observed among the other Asian ethnic groups. The immigration stress variable had no significant effects on either serious violence or family/partner violence. Refugee communities may not transform easily into stereotypical immigrant Asian communities characterized by little youth violence. Results suggest that the refugee process, as experienced second-hand through the children of refugees, has a strong effect on externally oriented violence (serious violence) and on family/partner violence for particular subgroups. Therefore, community-oriented policy makers should join social workers in developing programs to address youth violence in Southeast Asian families and communities. Findings have implications for other forms of community trauma such as natural disasters.

  12. The Effect of Restricting Opening Hours on Alcohol-Related Violence

    PubMed Central

    Duailibi, Sergio; Ponicki, William; Grube, Joel; Pinsky, Ilana; Laranjeira, Ronaldo; Raw, Martin

    2007-01-01

    Objective. We investigated whether limiting the hours of alcoholic beverage sales in bars had an effect on homicides and violence against women in the Brazilian city of Diadema. The policy to restrict alcohol sales was introduced in July 2002 and prohibited on-premises alcohol sales after 11 pm. Methods. We analyzed data on homicides (1995 to 2005) and violence against women (2000 to 2005) from the Diadema (population 360 000) police archives using log-linear regression analyses. Results. The new restriction on drinking hours led to a decrease of almost 9 murders a month. Assaults against women also decreased, but this effect was not significant in models in which we controlled for underlying trends. Conclusions. Introducing restrictions on opening hours resulted in a significant decrease in murders, which confirmed what we know from the literature: restricting access to alcohol can reduce alcohol-related problems. Our results give no support to the converse view, that increasing availability will somehow reduce problems. PMID:17971559

  13. From early dating violence to adult intimate partner violence: Continuity and sources of resilience in adulthood.

    PubMed

    Greenman, Sarah J; Matsuda, Mauri

    2016-10-01

    Previous literature has found continuity for intimate partner violence, but little research has explored continuity between dating violence and adult intimate partner violence (IPV) or whether protective factors may attenuate this relationship. This research hypothesised a positive relationship between dating violence in early adulthood and later adulthood IPV and that support and attachment would provide buffering and direct protection for this relationship. Data from the Rochester Youth Development Study were used to explore these questions through negative binomial regression. Dating violence was statistically significantly related to an increase of adult IPV. Family support, parental reports of attachment to the subject, peer support and parenting-related social support all were protective factors that provided a direct effect for those respondents perpetrating dating violence. None of the protective factors provided buffering protection between dating violence and adult IPV. Results confirm significant continuity between dating violence and IPV and that support from peers and family, parenting-related support and parental reports of attachment protect an individual from continuing to engage in intimate partner violence throughout adulthood. Bolstering these supportive relationships may help provide points of intervention to interrupt the link between early dating violence and later adulthood IPV. Copyright © 2016 John Wiley & Sons, Ltd. Copyright © 2016 John Wiley & Sons, Ltd.

  14. Dating Violence Victimization Among High School Students in Minnesota: Associations With Family Violence, Unsafe Schools, and Resources for Support.

    PubMed

    Earnest, Alicia A; Brady, Sonya S

    2016-02-01

    The present study examines whether being a victim of violence by an adult in the household, witnessing intra-familial physical violence, and feeling unsafe at school are associated with physical dating violence victimization. It also examines whether extracurricular activity involvement and perceived care by parents, teachers, and friends attenuate those relationships, consistent with a stress-buffering model. Participants were 75,590 ninth-and twelfth-grade students (51% female, 77% White, 24% receiving free/reduced price lunch) who completed the 2010 Minnesota Student Survey. Overall, 8.5% of students reported being victims of dating violence. Significant differences were found by gender, grade, ethnicity, and free/reduced price lunch status. Logistic regression analyses demonstrated that being a victim of violence by an adult in the household, witnessing intra-familial physical violence, feeling unsafe at school, and low perceived care by parents were strongly associated with dating violence victimization. Associations of moderate strength were found for low perceived care by teachers and friends. Little to no extracurricular activity involvement was weakly associated with dating violence victimization. Attenuating effects of perceived care and extracurricular activity involvement on associations between risk factors (victimization by a family adult, witnessing intra-familial violence, feeling unsafe at school) and dating violence victimization were smaller in magnitude than main effects. Findings are thus more consistent with an additive model of risk and protective factors in relation to dating violence victimization than a stress-buffering model. Health promotion efforts should attempt to minimize family violence exposure, create safer school environments, and encourage parental involvement and support. © The Author(s) 2014.

  15. Effect of Digital Game Based Learning on Ninth Grade Students' Mathematics Achievement

    ERIC Educational Resources Information Center

    Swearingen, Dixie K.

    2011-01-01

    This experimental study examined the effect of an educational massive multiplayer online game (MMOG) on achievement on a standards-based mathematics exam. It also examined the interaction of student characteristics (gender and socioeconomic status) with digital game play on mathematics achievement. Two hundred eighty ninth grade students from a…

  16. Simulation Games and Political Attitudes: The Importance of Role Identification and Game Structure.

    ERIC Educational Resources Information Center

    Livingston, Samuel A.

    In an experiment conducted under classroom conditions with 8th grade students, the simulation game "Democracy" was shown to be effective at teaching that "log-rolling" is an acceptable part of the legislative process. Two aspects of the game--role identification and game structure--were shown to contribute independently to its effectiveness.…

  17. Effects of the number of players and game type constraints on heart rate, rating of perceived exertion, and technical actions of small-sided soccer games.

    PubMed

    Abrantes, Catarina I; Nunes, Marta I; Maçãs, Victor M; Leite, Nuno M; Sampaio, Jaime E

    2012-04-01

    The purpose of this study was to identify the variation of heart rate (HR), rating of perceived exertion (RPE), and technical actions between 2 soccer small-sided games (SSGs; 3 × 3 and 4 × 4) in 3 game type constraints (when playing only offense [OFF], playing only defense [DEF], and both situations [GAME]). Sixteen high-level young male players were analyzed (age 15.75 ± 0.45 years; height 172.4 ± 4.83 cm; body mass 64.5 ± 6.44 kg; HRmax199.1 ± 9.08 b·min(-1); and 8.06 ± 1.98 years of soccer practice). All tasks were performed in 4 periods of 4 minutes interspersed with 2 minutes of active recovery. The HR was measured continuously and then analyzed by the time spent into 4 training zones according to individual %HRmax (zone 1 <75%; zone 2 75-84.9%; zone 3 85-89.9%; and zone 4 ≥90%). Results identified that players were most frequently in zones 2 and 3. The 3 × 3 SSGs elicited higher HR and RPE and the most intense situation was GAME. Despite the known higher frequencies from technical actions in SSGs with fewer players, player effectiveness in 3 × 3 and 4 × 4 was identical. The use of GAME, OFF, and DEF game type constraints should be carefully planned. Using the 3 × 3 format seems more adequate when aiming for aerobic performance optimal effects; however, DEF situations should only be used to promote aerobic recovery effects. The inclusion of an additional player in SSGs had different interactions in game type constraints, and only GAME presented adequate intensity.

  18. Effect of an Intervention Program Based on Active Video Games and Motor Games on Health Indicators in University Students: A Pilot Study.

    PubMed

    Zurita-Ortega, Félix; Chacón-Cuberos, Ramón; Castro-Sánchez, Manuel; Gutiérrez-Vela, Francisco Luis; González-Valero, Gabriel

    2018-06-25

    (1) Background: High levels of physical inactivity caused by sedentary digital screen leisure constitute one of the main causes of the high levels of obesity observed in today’s society; (2) Methods: The present study aims to analyse the effect of a 12-week intervention program based on the application of active video games and motor games on health status indicators, problematic use of video games, and resilience capacity in university students. Besides, the content blocks of the Physical Education (PE) field are worked on through these devices, revealing their potential as an Information and Communications Technology (ICT) resource. A longitudinal study with a pre-experimental design with pretest⁻posttest measurements in a single group ( n = 47) was performed, using as main instruments a Tanita TBF300® bioimpedance scale, the 20mSRT test for maximum oxygen consumption ( V O² max ), the Adherence to a Mediterranean Diet Test (KIDMED), the Questionnaire for Experiences Related to Video games (QERV) and the Connor-Davidson Resilience Scale (CD-RISC); (3) Results: The main results were a discrete improvement in the percentage of fat mass and V O² max , representing a small effect size in both cases. The quality of the diet followed and the confidence and tolerance for adversity as a resilience factor were also improved, representing a medium size effect for this last variable; (4) Conclusions: Despite the limitations of this study as it does not have a control group, the main conclusions are that active video games and motor games can be a motivational resource to follow an active lifestyle, helping to improve health status indicators in young adults.

  19. Effects of playing violent videogames on Chinese adolescents' pro-violence attitudes, attitudes toward others, and aggressive behavior.

    PubMed

    Wei, Ran

    2007-06-01

    This study examines the effects of exposure to online videogame violence on Chinese adolescents' attitudes toward violence, empathy, and aggressive behavior. Results of bivariate analyses show that playing violent videogames on the Internet was associated with greater tolerance of violence, a lower emphatic attitude, and more aggressive behavior. Results of hierarchical regression analyses showed sustained relationships between exposure and pro-violent attitudes and empathy when exposure was examined simultaneously with gender, computer use, and Internet use. However, the linkage between exposure and aggression became non-significant, suggesting that the effects of playing violent videogames were greater for attitudinal outcomes than on overt behavior. Gender differences in playing videogames and in effects were also found.

  20. The Effects of Online Interactive Games on High School Students' Achievement and Motivation in History Learning

    ERIC Educational Resources Information Center

    Lin, Kuan-Cheng; Wei, Yu Che; Hung, Jason C.

    2012-01-01

    Many studies demonstrate that Digital Game Based Learning (DGBL) can foster learning effect. The purpose of this study is to survey whether the online game in junior high school students can encourage learning effect in Taiwan's History. So, the research applied Interactive Game-based Learning System (IGLS) to junior high history teaching as an…

  1. Women's perceptions and experiences of sexual violence in marital relationships and its effect on reproductive health.

    PubMed

    Hussain, Rafat; Khan, Adeel

    2008-05-01

    In this article we explore women's perceptions and experiences of sexual violence in marital relationships and its effects on reproductive health. We conducted a qualitative study composed of key informant interviews, focus group discussions, and in-depth interviews in two low- to middle-income areas of Karachi, Pakistan. Results show sexual coercion and nonconsensual sex were common and not limited to abusive relationships. Difficulties in negotiating safe sex resulted in unwanted pregnancies, some leading to unsafe abortions. The women reported escalation of violence during pregnancy to be common. Social norms prevented disclosure of sexual violence leading to limited support or intervention or both. The link between women's social status, marital violence, and reproductive health is discussed.

  2. Violence exposure and teen dating violence among African American youth.

    PubMed

    Black, Beverly M; Chido, Lisa M; Preble, Kathleen M; Weisz, Arlene N; Yoon, Jina S; Delaney-Black, Virginia; Kernsmith, Poco; Lewandowski, Linda

    2015-07-01

    This study examines the relationships between exposure to violence in the community, school, and family with dating violence attitudes and behaviors among 175 urban African American youth. Age, gender, state support and experiences with neglect, school violence, and community violence were the most significant predictors of acceptance of dating violence. Experiences with community violence and age were important predictors of dating violence perpetration and victimization. Findings highlight the importance of planning prevention programs that address variables affecting attitudes and behaviors of high-risk youth who have already been exposed to multiple types of violence. © The Author(s) 2014.

  3. Exploring Variations Within Situational Couple Violence and Comparisons With Coercive Controlling Violence and No Violence/No Control.

    PubMed

    Nielsen, Samantha K; Hardesty, Jennifer L; Raffaelli, Marcela

    2016-02-01

    We examined variations within situational couple violence among 23 divorcing mothers and compared them with mothers with coercive controlling violence and no violence/no control. Situational couple violence had great variability in frequency and severity of violence, fear, harassment, and protective strategies. In some cases, situational couple violence was frequent and severe and resembled coercive controlling violence in its consequences. The dynamics of fear and harassment in situational couple violence and in the divorce process in general warrant attention. Finally, mothers reported mental health symptoms that did not differ by group, which is likely due to the stresses of divorce. © The Author(s) 2015.

  4. Violence on Canadian Television Networks

    PubMed Central

    Paquette, Guy

    2004-01-01

    Introduction Over the past twenty years, the question of the effects of violence on television has figured prominently in public opinion and hundreds of studies have been devoted to this subject. Many researchers have determined that violence has a negative impact on behavior. The public, broadcasters and political figures all support the idea of reducing the total amount of violence on television - in particular in shows for children. A thousand programs aired between 1993 and 2001 on major non-specialty television networks in Canada were analyzed: TVA, TQS, as well as CTV and Global, private French and English networks, as well as the English CBC Radio and French Radio-Canada for the public networks. Method The methodology consists of a classic analysis of content where an act of violence constitutes a unit of analysis. Results The data collected revealed that the amount of violence has increased regularly since 1993 despite the stated willingness on the part of broadcasters to produce programs with less violence. The total number of violent acts, as well as the number of violent acts per hour, is increasing. Private networks deliver three times more violence than public networks. Researchers have also noted that a high proportion of violence occurs in programs airing before 21:00 hours, thereby exposing a large number of children to this violence. Conclusion Psychological violence is taking on a more significant role in Canadian Television. PMID:19030148

  5. Predicting Effects of the Self and Contextual Factors on Violence: A Comparison between School Students and Youth Offenders in Macau

    PubMed Central

    Lo, T. Wing; Cheng, Christopher H. K.

    2018-01-01

    This study was designed to explore the self and contextual factors for violence in two samples of school students and youth offenders in Macau. There were 3085 participants who were between 12 and 20 years old; 48.3% of them were male and 51.7% female. Findings revealed that youth offenders exhibited more violence than school students. For the self factors, while lower self-esteem and higher self-efficacy of school students were associated with more violent behavior, these two variables had no significant effects for youth offenders. For the contextual factors, family conflict was the strongest predictor of violence, and school commitment/attachment was the weakest predictor for both samples. For youth offenders, family conflict had the largest direct effect, followed by susceptibility to negative peer influence and influence of the Triad gangs, while school commitment/attachment had a significant though mild direct effect. For school students, family conflict mediated the effect of self-esteem and self-efficacy on violence. While Triad gangs’ influence was the second strongest predictor of violence, being exposed to Triad gangs’ influence also mediated the effect of self-esteem and self-efficacy on violence. It is recommended that youth outreach services with a focus on family support and gang detachment for at-risk youth be strengthened. PMID:29401666

  6. Media Violence, Antisocial Behavior, and the Social Consequences of Small Effects.

    ERIC Educational Resources Information Center

    Rosenthal, Robert

    1986-01-01

    Discusses research on media violence and antisocial behavior. Provides quantitative estimates for predicting: (1) adult antisocial behavior from childhood antisocial behavior; (2) current antisocial behavior from current exposure to media violence; (3) subsequent antisocial behavior from earlier exposure to media violence; and (4) how social…

  7. Effects of adolescent online gaming time and motives on depressive, musculoskeletal, and psychosomatic symptoms

    PubMed Central

    Nilsson, Kent W; Leppert, Jerzy; Åslund, Cecilia

    2015-01-01

    Aim. To investigate whether adolescent online gaming time and the additive effect of gaming motives were associated with depressive, musculoskeletal, and psychosomatic symptoms. The hypothesis was that adolescents who engage in online gaming with escape motives and increased online gaming time have higher probability for depressive, musculoskeletal, and psychosomatic symptoms compared to adolescents with other online gaming motives and/or less online gaming time. Method. An anonymous and voluntary questionnaire was completed during class hours by 7,757 Swedish adolescents aged 13–18 years. The questionnaire included demographic background, gaming habits, and depressive, musculoskeletal, and psychosomatic symptoms. Results. It was found that increased online gaming time during weekdays increased the probability of having depressive, musculoskeletal, and psychosomatic symptoms. However, these relations with time spent gaming were further explained by online gaming motives. Weekday online gaming for more than five hours a day, in combination with escape motives, was associated with an increased probability of depressive symptoms (odds ratio (OR) 4.614, 95% CI 3.230–6.590), musculoskeletal symptoms (OR 2.494, 95% CI 1.598–3.892), and psychosomatic symptoms (OR 4.437, 95% CI 2.966–6.637). The probability of ill health decreased when gaming was for fun or had social motives. Conclusion. Excessive gaming time and escape motives were found to be associated with increased probability of ill health among adolescents. Gaming motives may identify gamers in need of support to reduce unhealthy gaming behaviour as well as identify individuals at risk for ill health. PMID:26072677

  8. True Love: Effectiveness of a School-Based Program to Reduce Dating Violence Among Adolescents in Mexico City.

    PubMed

    Sosa-Rubi, Sandra G; Saavedra-Avendano, Biani; Piras, Claudia; Van Buren, S Janae; Bautista-Arredondo, Sergio

    2017-10-01

    Dating violence is a significant problem in Mexico. National survey data estimated 76 % of Mexican youth have been victims of psychological aggression in their relationships; 15.5 % have experienced physical violence; and 16.5 % of women have been the victims of sexual violence. Female adolescents perpetrate physical violence more frequently than males, while perpetration between genders of other types of violence is unclear. Furthermore, poor, marginalized youth are at a higher risk for experiencing dating violence. "Amor… pero del Bueno" (True Love) was piloted in two urban, low-income high schools in Mexico City to prevent dating violence. The intervention consisted of school-level and individual-level components delivered over 16 weeks covering topics on gender roles, dating violence, sexual rights, and strategies for coping with dating violence. The short-term impact was assessed quasi-experimentally, using matching techniques and fixed-effects models. A sample of 885 students (381 students exposed to the classroom-based curriculum of the individual-level component (SCC, IL-1) and 540 exposed only to the school climate component (SCC)) was evaluated for the following: changes in dating violence behaviors (psychological, physical and sexual), beliefs related to gender norms, knowledge, and skills for preventing dating violence. We found a 58 % (p < 0.05) and 55 % (p < 0.05) reduction in the prevalence of perpetrated and experienced psychological violence, respectively, among SCC, IL-1 males compared to males exposed only to the SCC component. We also found a significant reduction in beliefs and attitudes justifying sexism and violence in dating relationships among SCC, IL-1 females (6 %; p < 0.05) and males (7 %; p < 0.05).

  9. Computer Tablet Games' Effect on Young Children's Self-Concept

    ERIC Educational Resources Information Center

    Moawad, Ruba Abdel Matloub

    2017-01-01

    Playing in general has a positive effect on child development; yet with the advancement of technology, the way children play has changed, and the effects of their play have changed as well. Some studies have shown an overall negative effect of electronic games, while others have reported the opposite. This study aims to investigate the effects of…

  10. Learning from Simulation Games: Effects of Sociometric Grouping.

    ERIC Educational Resources Information Center

    Brand, Charles F.

    1980-01-01

    Study examined the influence of 141 fifth graders of two sociometric variables, mutual selection of playing partners and membership in a cohesive group, on learning from classroom simulation games. Although cognitive learning evidence existed, no effects of sociometric grouping were apparent. (CMV)

  11. Effects of diversity on multiagent systems: Minority games

    NASA Astrophysics Data System (ADS)

    Wong, K. Y. Michael; Lim, S. W.; Gao, Zhuo

    2005-06-01

    We consider a version of large population games whose agents compete for resources using strategies with adaptable preferences. The games can be used to model economic markets, ecosystems, or distributed control. Diversity of initial preferences of strategies is introduced by randomly assigning biases to the strategies of different agents. We find that diversity among the agents reduces their maladaptive behavior. We find interesting scaling relations with diversity for the variance and other parameters such as the convergence time, the fraction of fickle agents, and the variance of wealth, illustrating their dynamical origin. When diversity increases, the scaling dynamics is modified by kinetic sampling and waiting effects. Analyses yield excellent agreement with simulations.

  12. Is participatory design associated with the effectiveness of serious digital games for healthy lifestyle promotion? A meta-analysis

    USDA-ARS?s Scientific Manuscript database

    Serious digital games can be effective at changing healthy lifestyles, but large differences in their effectiveness exist. The extent of user involvement in game design may contribute to game effectiveness by creating a better fit with user preferences. Participatory design (PD), which represents ac...

  13. Stereoscopic 3D video games and their effects on engagement

    NASA Astrophysics Data System (ADS)

    Hogue, Andrew; Kapralos, Bill; Zerebecki, Chris; Tawadrous, Mina; Stanfield, Brodie; Hogue, Urszula

    2012-03-01

    With television manufacturers developing low-cost stereoscopic 3D displays, a large number of consumers will undoubtedly have access to 3D-capable televisions at home. The availability of 3D technology places the onus on content creators to develop interesting and engaging content. While the technology of stereoscopic displays and content generation are well understood, there are many questions yet to be answered surrounding its effects on the viewer. Effects of stereoscopic display on passive viewers for film are known, however video games are fundamentally different since the viewer/player is actively (rather than passively) engaged in the content. Questions of how stereoscopic viewing affects interaction mechanics have previously been studied in the context of player performance but very few have attempted to quantify the player experience to determine whether stereoscopic 3D has a positive or negative influence on their overall engagement. In this paper we present a preliminary study of the effects stereoscopic 3D have on player engagement in video games. Participants played a video game in two conditions, traditional 2D and stereoscopic 3D and their engagement was quantified using a previously validated self-reporting tool. The results suggest that S3D has a positive effect on immersion, presence, flow, and absorption.

  14. Dating violence and nursing student well-being.

    PubMed

    Martins, Conceição; Gouveia, Ana; Chaves, Melanie; Lourenço, Rafael; Marques, Sara; Santos, Telmo

    2014-11-01

    Violence in dating relationships involves dimensions such as physical, psychological and sexual abuse, requiring strategies for prevention and early intervention. To identify the socio-demographic variables that influence violence in dating relationships; to identify whether having been a victim and/or witnessing violence in childhood has significant effect on violence in dating relationships; to verify the correlation between violence in dating relationships and psychological well-being. Quantitative non-experimental, cross-sectional, descriptive correlational study. Data collection conducted by a socio-demographic characterisation questionnaire; Dating Relationship Victimization Practices and Behaviours Scale and Demonstration of Psychological Well-Being Measurement Scale. The non-probabilistic, convenience sample consisted of 203 students from the Health School of Viseu. Mostly female students gender; Mean age of 18.85 years, minimum of 18 and maximum of 34; Gender and having been a victim or witness of violence against children and sexual violence are variables that seem to intervene in dating violence and psychological well-being. Age has an influence on psychological well-being. Stalking violence and psychological violence were more prevalent in the study sample. It was found that the presence of any type of violence is associated with a decrease in student psychological well-being. By analysing the results we can infer the need to include this topic in education/training, active methodologies and effective participation of all stakeholders in the process, with a view to promoting and developing relationship and affective skills. Copyright © 2014 Elsevier España, S.L.U. All rights reserved.

  15. Dating Violence Prevention Programming: Directions for Future Interventions

    PubMed Central

    Shorey, Ryan C.; Zucosky, Heather; Brasfield, Hope; Febres, Jeniimarie; Cornelius, Tara L.; Sage, Chelsea; Stuart, Gregory L.

    2012-01-01

    Dating violence among college students is a widespread and destructive problem. The field of dating violence has seen a substantial rise in research over the past several years, which has improved our understanding of factors that increase risk for perpetration. Unfortunately, there has been less attention paid to dating violence prevention programming, and existing programs have been marred with methodological weaknesses and a lack of demonstrated effectiveness in reducing aggression. In hopes of sparking new research on dating violence prevention programs, the current review examines possible new avenues for dating violence prevention programming among college students. We discuss clinical interventions that have shown to be effective in reducing a number of problematic behaviors, including motivational interventions, dialectical behavior therapy, mindfulness, and bystander interventions, and how they could be applied to dating violence prevention. We also discuss methodological issues to consider when implementing dating violence prevention programs. PMID:22773916

  16. Domestic Violence

    MedlinePlus

    f AQ FREQUENTLY ASKED QUESTIONS FAQ083 WOMEN’S HEALTH Domestic Violence • What is domestic violence? • What are the types of abuse? • How can ... are available to help abused women? What is domestic violence? Domestic violence is a pattern of threatening or ...

  17. Direct and indirect effects of neighborhood characteristics on the perpetration of dating violence across adolescence.

    PubMed

    Chang, Ling-Yin; Foshee, Vangie A; Reyes, Heathe Luz McNaughton; Ennett, Susan T; Halpern, Carolyn T

    2015-03-01

    Neighborhood context plays a role in the development of adolescent health risk behaviors, but few studies have investigated the influence of neighborhoods on the perpetration of dating violence. This longitudinal study examined the direct effects of risky neighborhood structural and physical characteristics on trajectories of the perpetration of dating violence, tested whether collective efficacy mediated these relationships, and determined if the effects varied by the sex of the adolescent. Adolescent data are from a multi-wave longitudinal study from grades 8 to 12; neighborhood data were collected from parents' interviews and U.S. Census data. Multilevel growth curve models were conducted with 3,218 students; the sample was 50% male, 41% White, 50% Black, and 9% other race/ethnicity. In models examining risky neighborhood variables one at a time, and controlling for potential individual-level confounders, the sex of the adolescent interacted with economic disadvantage, residential instability, and physical disorder; these risky neighborhood characteristics increased risk for girls' but not boys' perpetrating of dating violence. In full models with all of the risky neighborhood variables, the sex of the adolescent continued to interact with neighborhood economic disadvantage; living in economically disadvantaged neighborhoods increased girls' but not boys' risk for dating violence across all ages. No other risky neighborhood effects were found for boys or girls. Collective efficacy did not mediate the relationships between other neighborhood characteristics and the outcome. These findings suggest that dating violence prevention strategies for girls should consider the contexts in which they live rather than only targeting changes in their individual characteristics.

  18. 25 CFR 291.13 - When do Class III gaming procedures for an Indian tribe become effective?

    Code of Federal Regulations, 2010 CFR

    2010-04-01

    ... 25 Indians 1 2010-04-01 2010-04-01 false When do Class III gaming procedures for an Indian tribe... ECONOMIC ENTERPRISES CLASS III GAMING PROCEDURES § 291.13 When do Class III gaming procedures for an Indian tribe become effective? Upon approval of Class III gaming procedures for the Indian tribe under either...

  19. Inpatient Violence.

    PubMed

    Fisher, Kayla

    2016-12-01

    Inpatient violence constitutes a major concern for staff, patients, and administrators. Violence can cause physical injury and psychological trauma. Although violence presents a challenge to inpatient clinicians, it should not be viewed as inevitable. By looking at history of violence, in addition to clinical and other historical factors, clinicians can identify which patients present the most risk of exhibiting violent behavior and whether the violence would most likely flow from psychosis, impulsivity, or predatory characteristics. With that information, clinicians can provide environmental and treatment modifications to lessen the likelihood of violence. Copyright © 2016 Elsevier Inc. All rights reserved.

  20. Intimate partner violence: childhood exposure to domestic violence.

    PubMed

    Chen, Ping-Hsin; Jacobs, Abbie; Rovi, Susan L D

    2013-09-01

    Children who are exposed to domestic violence (DV) may experience many short- and long-term negative effects. They are up to 3.8 times more likely to become perpetrators or victims in adulthood than are children not exposed to DV. They also are at high risk of health problems, risky health behaviors, violence, and social functioning problems. Girls who witness intimate partner violence (IPV) are more likely to experience depression, anxiety, and trauma symptoms, and boys exposed to IPV are more likely to exhibit aggression and delinquent behaviors. To prepare the practice to identify and assist children exposed to DV, physicians should undergo training, implement screening protocols, use caution when documenting findings, collaborate with local agencies, and learn about the state's reporting laws. State and local DV service programs or other community resources can provide assessment and intervention assistance. Social workers, mental health professionals, and child and DV advocates can assist in providing treatment for children exposed to violence. Physicians should schedule follow-up appointments for children who need treatment, monitor behavior, and coordinate intervention services. Written permission from the American Academy of Family Physicians is required for reproduction of this material in whole or in part in any form or medium.

  1. Video Games, Adolescents, and the Displacement Effect

    ERIC Educational Resources Information Center

    Fisher, Carla Christine

    2012-01-01

    The displacement effect (the idea that time spent in one activity displaces time spent in other activities) was examined within the lens of adolescents' video game use and their time spent reading, doing homework, in physically active sports and activities, in creative play, and with parents and friends. Data were drawn from the Panel Study…

  2. The effects of prosocial video games on prosocial behaviors: international evidence from correlational, longitudinal, and experimental studies.

    PubMed

    Gentile, Douglas A; Anderson, Craig A; Yukawa, Shintaro; Ihori, Nobuko; Saleem, Muniba; Ming, Lim Kam; Shibuya, Akiko; Liau, Albert K; Khoo, Angeline; Bushman, Brad J; Rowell Huesmann, L; Sakamoto, Akira

    2009-06-01

    Although dozens of studies have documented a relationship between violent video games and aggressive behaviors, very little attention has been paid to potential effects of prosocial games. Theoretically, games in which game characters help and support each other in nonviolent ways should increase both short-term and long-term prosocial behaviors. We report three studies conducted in three countries with three age groups to test this hypothesis. In the correlational study, Singaporean middle-school students who played more prosocial games behaved more prosocially. In the two longitudinal samples of Japanese children and adolescents, prosocial game play predicted later increases in prosocial behavior. In the experimental study, U.S. undergraduates randomly assigned to play prosocial games behaved more prosocially toward another student. These similar results across different methodologies, ages, and cultures provide robust evidence of a prosocial game content effect, and they provide support for the General Learning Model.

  3. The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence from Correlational, Longitudinal, and Experimental Studies

    PubMed Central

    Gentile, Douglas A.; Anderson, Craig A.; Yukawa, Shintaro; Ihori, Nobuko; Saleem, Muniba; Ming, Lim Kam; Shibuya, Akiko; Liau, Albert K.; Khoo, Angeline; Bushman, Brad J.; Huesmann, L. Rowell; Sakamoto, Akira

    2009-01-01

    Although dozens of studies have documented a relation between violent video games and aggressive behaviors, very little attention has been paid to potential effects of prosocial games. Theoretically, games in which game characters help and support each other in nonviolent ways should increase both short-term and long-term prosocial behaviors. We report three studies conducted in three countries with three age groups to test this hypothesis. In the correlational study, Singaporean middle-school students who played more prosocial games behaved more prosocially. In the two longitudinal samples of Japanese children and adolescents, prosocial game play predicted later increases in prosocial behavior. In the experimental study, U.S. undergraduates randomly assigned to play prosocial games behaved more prosocially toward another student. These similar results across different methodologies, ages, and cultures provide robust evidence a prosocial game content effect, and provide support for the General Learning Model. PMID:19321812

  4. Quantum Games under Decoherence

    NASA Astrophysics Data System (ADS)

    Huang, Zhiming; Qiu, Daowen

    2016-02-01

    Quantum systems are easily influenced by ambient environments. Decoherence is generated by system interaction with external environment. In this paper, we analyse the effects of decoherence on quantum games with Eisert-Wilkens-Lewenstein (EWL) (Eisert et al., Phys. Rev. Lett. 83(15), 3077 1999) and Marinatto-Weber (MW) (Marinatto and Weber, Phys. Lett. A 272, 291 2000) schemes. Firstly, referring to the analytical approach that was introduced by Eisert et al. (Phys. Rev. Lett. 83(15), 3077 1999), we analyse the effects of decoherence on quantum Chicken game by considering different traditional noisy channels. We investigate the Nash equilibria and changes of payoff in specific two-parameter strategy set for maximally entangled initial states. We find that the Nash equilibria are different in different noisy channels. Since Unruh effect produces a decoherence-like effect and can be perceived as a quantum noise channel (Omkar et al., arXiv: 1408.1477v1), with the same two parameter strategy set, we investigate the influences of decoherence generated by the Unruh effect on three-player quantum Prisoners' Dilemma, the non-zero sum symmetric multiplayer quantum game both for unentangled and entangled initial states. We discuss the effect of the acceleration of noninertial frames on the the game's properties such as payoffs, symmetry, Nash equilibrium, Pareto optimal, dominant strategy, etc. Finally, we study the decoherent influences of correlated noise and Unruh effect on quantum Stackelberg duopoly for entangled and unentangled initial states with the depolarizing channel. Our investigations show that under the influence of correlated depolarizing channel and acceleration in noninertial frame, some critical points exist for an unentangled initial state at which firms get equal payoffs and the game becomes a follower advantage game. It is shown that the game is always a leader advantage game for a maximally entangled initial state and there appear some points at which

  5. Preparing Residents Effectively in Emergency Skills Training With a Serious Game

    PubMed Central

    Dankbaar, Mary E.W.; Roozeboom, Maartje Bakhuys; Oprins, Esther A.P. B.; Rutten, Frans; van Merrienboer, Jeroen J.G.; van Saase, Jan L.C.M.; Schuit, Stephanie C.E.

    2017-01-01

    Introduction Training emergency care skills is critical for patient safety but cost intensive. Serious games have been proposed as an engaging self-directed learning tool for complex skills. The objective of this study was to compare the cognitive skills and motivation of medical residents who only used a course manual as preparation for classroom training on emergency care with residents who used an additional serious game. Methods This was a quasi-experimental study with residents preparing for a rotation in the emergency department. The “reading” group received a course manual before classroom training; the “reading and game” group received this manual plus the game as preparation for the same training. Emergency skills were assessed before training (with residents who agreed to participate in an extra pretraining assessment), using validated competency scales and a global performance scale. We also measured motivation. Results All groups had comparable important characteristics (eg, experience with acute care). Before training, the reading and game group felt motivated to play the game and spent more self-study time (+2.5 hours) than the reading group. Game-playing residents showed higher scores on objectively measured and self-assessed clinical competencies but equal scores on the global performance scale and were equally motivated for training, compared with the reading group. After the 2-week training, no differences between groups existed. Conclusions After preparing training with an additional serious game, residents showed improved clinical competencies, compared with residents who only studied course material. After a 2-week training, this advantage disappeared. Future research should study the retention of game effects in blended designs. PMID:27764018

  6. A Meta-Analysis of the Cognitive and Motivational Effects of Serious Games

    ERIC Educational Resources Information Center

    Wouters, Pieter; van Nimwegen, Christof; van Oostendorp, Herre; van der Spek, Erik D.

    2013-01-01

    It is assumed that serious games influences learning in 2 ways, by changing cognitive processes and by affecting motivation. However, until now research has shown little evidence for these assumptions. We used meta-analytic techniques to investigate whether serious games are more effective in terms of learning and more motivating than conventional…

  7. Is Mr Pac Man eating our children? A review of the effect of video games on children.

    PubMed

    Emes, C E

    1997-05-01

    To provide mental health professionals with an up-to-date review of the literature regarding the effects of playing video games on the well-being of children. A computerized literature search of MEDLINE and PSYCHINFO of all articles written in English from 1966 to 1996 was performed. The various studies are organized into different sections. Playing video games is associated with a variety of physical effects including increased metabolic and heart rate, seizures, and tendinitis. Aggressive behaviour may result from playing video games, especially among younger children. There is no direct relationship between psychopathology or academic performance and playing video games. Video games have some adverse effects, but they are also valuable learning tools. Research about the role of video games is inadequate. The data are also limited by the lack of long-term studies and inconsistent findings.

  8. Violence in the United States

    PubMed Central

    Sumner, Steven A.; Mercy, James A.; Dahlberg, Linda L.; Hillis, Susan D.; Klevens, Joanne; Houry, Debra

    2015-01-01

    IMPORTANCE Interpersonal violence, which includes child abuse and neglect, youth violence, intimate partner violence, sexual violence, and elder abuse, affects millions of US residents each year. However, surveillance systems, programs, and policies to address violence often lack broad, cross-sector collaboration, and there is limited awareness of effective strategies to prevent violence. OBJECTIVES To describe the burden of interpersonal violence in the United States, explore challenges to violence prevention efforts and to identify prevention opportunities. DATA SOURCES We reviewed data from health and law enforcement surveillance systems including the National Vital Statistics System, the Federal Bureau of Investigation’s Uniform Crime Reports, the US Justice Department’s National Crime Victimization Survey, the National Survey of Children’s Exposure to Violence, the National Child Abuse and Neglect Data System, the National Intimate Partner and Sexual Violence Survey, the Youth Risk Behavior Surveillance System, and the National Electronic Injury Surveillance System—All Injury Program. RESULTS Homicide rates have decreased from a peak of 10.7 per 100 000 persons in 1980 to 5.1 per 100 000 in 2013. Aggravated assault rates have decreased from a peak of 442 per 100 000 in 1992 to 242 per 100 000 in 2012. Nevertheless, annually, there are more than 16 000 homicides and 1.6 million nonfatal assault injuries requiring treatment in emergency departments. More than 12 million adults experience intimate partner violence annually and more than 10 million children younger than 18 years experience some form of maltreatment from a caregiver, ranging from neglect to sexual abuse, but only a small percentage of these violent incidents are reported to law enforcement, health care clinicians, or child protective agencies. Moreover, exposure to violence increases vulnerability to a broad range of mental and physical health problems over the life course; for example

  9. Cash transfers and domestic violence.

    PubMed

    Hidrobo, Melissa; Fernald, Lia

    2013-01-01

    Violence against women is a major health and human rights problem yet there is little rigorous evidence as to how to reduce it. We take advantage of the randomized roll-out of Ecuador's cash transfer program to mothers to investigate how an exogenous increase in a woman's income affects domestic violence. We find that the effect of a cash transfer depends on a woman's education and on her education relative to her partner's. Our results show that for women with greater than primary school education a cash transfer significantly decreases psychological violence from her partner. For women with primary school education or less, however, the effect of a cash transfer depends on her education relative to her partner's. Specifically, the cash transfer significantly increases emotional violence in households where the woman's education is equal to or more than her partner's. Copyright © 2012 Elsevier B.V. All rights reserved.

  10. Gender's Role in Exposure to Interparental Violence, Acceptance of Violence, Self-Efficacy, and Physical Teen Dating Violence Among Quebec Adolescents.

    PubMed

    Ruel, Catherine; Lavoie, Francine; Hébert, Martine; Blais, Martin

    2017-05-01

    Despite efforts to prevent physical teen dating violence, it remains a major public health issue with multiple negative consequences. This study aims to investigate gender differences in the relationships between exposure to interparental violence (mother-to-father violence, father-to-mother violence), acceptance of dating violence (perpetrated by boys, perpetrated by girls), and self-efficacy to disclose teen dating violence. Data were drawn from Waves 1 and 2 of the Quebec Youth Romantic Relationships Project, conducted with a representative sample of Quebec high school students. Analyses were conducted on a subsample of 2,564 teenagers who had been in a dating relationship in the past 6 months (63.8% girls, mean age of 15.3 years). Path analyses were conducted to investigate the links among exposure to interparental violence, acceptance of violence, self-efficacy to disclose teen dating violence (measured at Wave 1), and physical teen dating violence (measured at Wave 2). General exposure to interparental violence was linked, through acceptance of girl-perpetrated violence, to victimization among both genders and to girls' perpetration of physical teen dating violence. No significant difference was identified in the impact of the gender of the perpetrating parent when considering exposure to interparental violence. Self-efficacy to disclose personal experiences of violence was not linked to exposure to interparental violence or to experiences of physical teen dating violence. The findings support the intergenerational transmission of violence. Moreover, the findings underline the importance of targeting acceptance of violence, especially girl-perpetrated violence, in prevention programs and of intervening with children and adolescents who have witnessed interparental violence.

  11. Cross-gender Social Normative Effects for Violence in Middle School: Do Girls Carry a Social Multiplier Effect for At-risk Boys?

    PubMed Central

    Pasch, Keryn E.; Brown, H. Shelton; Perry, Cheryl L.; Komro, Kelli A.

    2014-01-01

    A social multiplier effect is a social interaction in which the behavior of a person in a social network varies with the normative behavior of others in the network, also known as an endogenous interaction. Policies and intervention efforts can harness social multiplier effects because, in theory, interventions on a subset of individuals will have “spillover effects” on other individuals in the network. This study investigates potential social multiplier effects for violence in middle schools, and whether there is evidence for a social multiplier effect transmitted from girls to boys. Three years of longitudinal data (2003–2005) from Project Northland Chicago (PNC) were used to investigate this question, with a sample consisting of youth in Grades 6 through 8 in 61 Chicago Public Schools (N = 4233 at Grade 6, N = 3771 at Grade 7, and N = 3793 at Grade 8). The sample was 49.3% female, and primarily African American (41.9%) and Latino/a (28.7%), with smaller proportions of whites (12.9%), Asians (5.2%) and other ethnicities. Results from two sets of regression models estimating the effects of 20th (low), 50th (average), and 80th (high) percentile scores for girls and boys on levels of violence in each gender group revealed evidence for social multiplier effects. Specifically, boys and girls were both influenced by social multiplier effects within their own gender group, and boys were also affected by normative violence scores among girls, typically those of the best-behaved (20th percentile) girls. The finding that girls may have positive social influence on boys’ levels of violent behavior extends prior findings of beneficial social effects of girls on boys in the domains of education and risky driving. Further, this social normative effect presents a potential opportunity to improve school-based intervention efforts for reducing violence among youth by leveraging girls as carriers of a social multiplier effect for reduced violence in the middle school

  12. Active video games: the mediating effect of aerobic fitness on body composition

    PubMed Central

    2012-01-01

    Background Increased understanding of why and how physical activity impacts on health outcomes is needed to increase the effectiveness of physical activity interventions. A recent randomized controlled trial of an active video game (PlayStation EyeToy™) intervention showed a statistically significant treatment effect on the primary outcome, change from baseline in body mass index (BMI), which favored the intervention group at 24 weeks. In this short paper we evaluate the mediating effects of the secondary outcomes. Objective To identify mediators of the effect of an active video games intervention on body composition. Methods Data from a two-arm parallel randomized controlled trial of an active video game intervention (n = 322) were analyzed. The primary outcome was change from baseline in BMI. A priori secondary outcomes were considered as potential mediators of the intervention on BMI, including aerobic fitness (VO2Max), time spent in moderate-to-vigorous physical activity (MVPA), and food snacking at 24 weeks. Results Only aerobic fitness at 24 weeks met the conditions for mediation, and was a significant mediator of BMI. Conclusion Playing active video games can have a positive effect on body composition in overweight or obese children and this effect is most likely mediated through improved aerobic fitness. Future trials should examine other potential mediators related to this type of intervention. Trial registration Australian New Zealand Clinical Trials Registry Website: http://www.anzctr.org.au Study ID number: ACTRN12607000632493 PMID:22554052

  13. School District Officials' and City Stakeholders' Perceptions Regarding School Violence and Ways to Prevent School Violence

    ERIC Educational Resources Information Center

    Patterson, Rita Mabon; Maldonado, Nancy; Howe, Mary

    2014-01-01

    Violence is a problem that affects the family structure, schools, and communities. Although some violence takes place behind closed doors, the effects are devastating to society and the community. The overwhelming results are seen with the increase of visits to abuse shelters and emergency rooms. Domestic violence in households tends to continue…

  14. Mothers' physical abusiveness in a context of violence: effects on the mother-child relationship.

    PubMed

    Timmer, Susan G; Thompson, Dianne; Culver, Michelle A; Urquiza, Anthony J; Altenhofen, Shannon

    2012-02-01

    The purpose of this study was to investigate the effects of mothers' physical abusiveness on the quality of the mother-child relationship, and note how it further varied by their exposure to interparental violence (IPV). The sample consisted of 232 clinic-referred children, aged 2 to 7 years, and their biological mothers. Slightly more than a quarter of the children (N = 63, 27.2%) had been physically abused by their mothers; approximately half of these children also had a history of exposure to IPV (N = 34, 54%). Investigating effects of physical abuse in the context of IPV history on mothers' and children's emotional availability, we found that physically abused children with no IPV exposure appeared less optimally emotionally available than physically abused children with an IPV exposure. However, subsequent analyses showed that although dyads with dual-violence exposure showed emotional availability levels similar those of nonabusive dyads, they were more overresponsive and overinvolving, a kind of caregiving controllingness charasteric of children with disorganized attachment styles. These findings lend some support to the notion that the effects of abuse on the parent-child relationship are influenced by the context of family violence, although the effects appear to be complex.

  15. Violence in television commercials during nonviolent programming. The 1996 Major League Baseball playoffs.

    PubMed

    Anderson, C

    1997-10-01

    To identify the frequency of violent television commercials aired during major league baseball playoffs, traditionally thought to be a family-oriented viewing time. All 6 World Series games televised on the Fox Television Network (Fox), all 5 American League Championship Series playoff games televised by the National Broadcasting Company (NBC), and 4 first-round playoff games televised by ESPN Sports Television Network (ESPN) were videotaped in October 1996. During the 15 televised games reviewed, 104 (6.8%) of the 1528 commercials contained violent content. Sixty-one commercials (10 per game) that included violent interactions were noted during the World Series, 30 (6 per game) during the American League Championship Series, and 13 (3 per game) during the 4 first-round playoff games for a total of 104. In these 104 violent commercials, 69 contained at least 1 violent act, 90 contained at least 1 violent threat, and 27 contained evidence of at least 1 violent consequence. Seventy (67.3%) of the violent commercials were promotions for television programs, 7 (6.7%) were cable television program advertisements, and 20 (19.2%) were big-screen movie promotions. Twenty (71.4%) of 28 big-screen movie promotions were violent. Twenty-two (21.2%) of the 104 violent commercials and 7 "nonviolent" commercials contained blood or other graphic content, all of which were televised during the Fox presentation of the World Series. Fox also accounted for all 24 violent commercials that used a knife. Guns were involved in 25 violent commercials on NBC (5.0 per game), in 20 on Fox (3.33 per game), and in 7 on ESPN (1.75 per game). Overt violent content in commercials during the 1996 major league playoffs was common and consisted mainly of promotions for television programs and big-screen movies. It is counterintuitive to find such commercials in nonviolent programming and makes it difficult for parents to avoid exposing their children to this form of violence.

  16. Fighting Violence without Violence.

    ERIC Educational Resources Information Center

    Rowicki, Mark A.; Martin, William C.

    Violence is becoming the number one problem in United States schools. Approximately 20 percent of high school students regularly carry guns and other weapons. Several nonviolent measures are appropriate to reduce violence in schools; but only the implementation of multiple ideas and measures, not "quick fix" solutions, will curb…

  17. A Pilot Study on Developing a Standardized and Sensitive School Violence Risk Assessment with Manual Annotation.

    PubMed

    Barzman, Drew H; Ni, Yizhao; Griffey, Marcus; Patel, Bianca; Warren, Ashaki; Latessa, Edward; Sorter, Michael

    2017-09-01

    School violence has increased over the past decade and innovative, sensitive, and standardized approaches to assess school violence risk are needed. In our current feasibility study, we initialized a standardized, sensitive, and rapid school violence risk approach with manual annotation. Manual annotation is the process of analyzing a student's transcribed interview to extract relevant information (e.g., key words) to school violence risk levels that are associated with students' behaviors, attitudes, feelings, use of technology (social media and video games), and other activities. In this feasibility study, we first implemented school violence risk assessments to evaluate risk levels by interviewing the student and parent separately at the school or the hospital to complete our novel school safety scales. We completed 25 risk assessments, resulting in 25 transcribed interviews of 12-18 year olds from 15 schools in Ohio and Kentucky. We then analyzed structured professional judgments, language, and patterns associated with school violence risk levels by using manual annotation and statistical methodology. To analyze the student interviews, we initiated the development of an annotation guideline to extract key information that is associated with students' behaviors, attitudes, feelings, use of technology and other activities. Statistical analysis was applied to associate the significant categories with students' risk levels to identify key factors which will help with developing action steps to reduce risk. In a future study, we plan to recruit more subjects in order to fully develop the manual annotation which will result in a more standardized and sensitive approach to school violence assessments.

  18. Are the effects of Unreal violent video games pronounced when playing with a virtual reality system?

    PubMed

    Arriaga, Patrícia; Esteves, Francisco; Carneiro, Paula; Monteiro, Maria Benedicta

    2008-01-01

    This study was conducted to analyze the short-term effects of violent electronic games, played with or without a virtual reality (VR) device, on the instigation of aggressive behavior. Physiological arousal (heart rate (HR)), priming of aggressive thoughts, and state hostility were also measured to test their possible mediation on the relationship between playing the violent game (VG) and aggression. The participants--148 undergraduate students--were randomly assigned to four treatment conditions: two groups played a violent computer game (Unreal Tournament), and the other two a non-violent game (Motocross Madness), half with a VR device and the remaining participants on the computer screen. In order to assess the game effects the following instruments were used: a BIOPAC System MP100 to measure HR, an Emotional Stroop task to analyze the priming of aggressive and fear thoughts, a self-report State Hostility Scale to measure hostility, and a competitive reaction-time task to assess aggressive behavior. The main results indicated that the violent computer game had effects on state hostility and aggression. Although no significant mediation effect could be detected, regression analyses showed an indirect effect of state hostility between playing a VG and aggression. Copyright 2008 Wiley-Liss, Inc.

  19. Violence against teachers: prevalence and consequences.

    PubMed

    Wilson, Catherine M; Douglas, Kevin S; Lyon, David R

    2011-08-01

    Data collected from 731 teachers were used to examine the consequences of violence directed toward teachers while in the workplace. Analyses showed that the majority of respondents (n = 585, 80.0%) had experienced school-related violence—broadly defined—at one point in their careers. Serious violence (actual, attempted, or threatened physical violence) was less common, but still common enough to be of concern (n = 202, 27.6%). Violence predicted physical and emotional effects, as well as teaching-related functioning. In addition, a model with fear as a potential mediator revealed that both fear and violence were independently predictive of these negative outcomes. Finally, analyses showed that, in general, women reported higher levels of physical symptoms compared to men. We discuss the implications of violence against teachers in terms of personal consequences and the implications for mental health professionals working in an educational setting.

  20. Serious Games as New Educational Tools: How Effective Are They? A Meta-Analysis of Recent Studies

    ERIC Educational Resources Information Center

    Girard, C.; Ecalle, J.; Magnan, A.

    2013-01-01

    Computer-assisted learning is known to be an effective tool for improving learning in both adults and children. Recent years have seen the emergence of the so-called "serious games (SGs)" that are flooding the educational games market. In this paper, the term "serious games" is used to refer to video games (VGs) intended to serve a useful purpose.…