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1.
Child Dev ; 87(6): 1877-1892, 2016 11.
Article in English | MEDLINE | ID: mdl-27346428

ABSTRACT

The longitudinal association between competitive video game play and aggression among young adults and adolescents was examined. Young adults (N = 1,132; Mage  = 19 years) were surveyed annually over 4 years about their video game play and aggression, and data from a 4-year longitudinal study of adolescents (N = 1,492; Mage  = 13 years) was reanalyzed. The results demonstrated a longitudinal association between competitive video game play and aggressive behavior among both age groups. In addition, competitive video game play predicted higher levels of aggressive affect over time, which, in turn, predicted higher levels of aggressive behavior over time, suggesting that aggressive affect was a mechanism of this link. These findings highlight the importance of investigating competitive elements of video game play that may predict aggression over time.


Subject(s)
Adolescent Behavior/physiology , Aggression/physiology , Competitive Behavior/physiology , Video Games , Adolescent , Adult , Humans , Longitudinal Studies , Young Adult
2.
J Exp Psychol Gen ; 145(3): 259-65, 2016 Mar.
Article in English | MEDLINE | ID: mdl-26881988

ABSTRACT

Here we addressed whether even violent video games can improve intergroup attitudes if played cooperatively with an outgroup, in keeping with the Contact Hypothesis. In addition, we examined potential mechanisms of this effect. In Experiment 1 (N = 77), Canadians played a violent video game (Call of Duty: Black Ops) against zombies, either cooperatively or independently (i.e., at the same time but solo) with a (supposed) University of Buffalo participant. As expected, cooperative (vs. solo) play significantly improved outgroup attitudes and pro-outgroup participant behavior, effects explained by heightened 1-group recategorization (i.e., feeling psychologically on the same team and connected with the outgroup member). In Experiment 2 (N = 239), effects of cooperation (vs. solo play) held whether playing a violent or nonviolent video game. Importantly, our findings offer an engaging and pragmatic solution to the pervasive issue of setting up and negotiating opportunities for successful intergroup cooperation.


Subject(s)
Attitude , Cooperative Behavior , Group Processes , Video Games/psychology , Violence/psychology , Adolescent , Adult , Female , Humans , Male , Young Adult
3.
J Youth Adolesc ; 45(2): 391-401, 2016 Feb.
Article in English | MEDLINE | ID: mdl-26033045

ABSTRACT

Given the extreme popularity of video games among older adolescents and emerging adults, the investigation of positive outcomes of video game play during these developmental periods is crucial. An important direction for research in this area is the investigation of a link between sports video game play and involvement in real-life sports among youth. Yet, this association has not been examined in the long-term among older adolescents and emerging adults, and thus represents an exciting new area for discovery. The primary goal of the current study, therefore, was to examine the long-term association between sports video game play and involvement in real-life sports clubs among older adolescents and emerging adults. In addition, we examined whether self-esteem was an underlying mechanism of this longitudinal association. We surveyed older adolescents and emerging adults (N = 1132; 70.6 % female; M age = 19.06 years, range of 17-25 years at the first assessment) annually over 3 years about their video game play, self-esteem, and involvement in real-life sports. We found a long-term predictive effect of sports video game play on increased involvement in real-life sports over the 3 years. Furthermore, we demonstrated that self-esteem was an underlying mechanism of this long-term association. Our findings make an important contribution to an emerging body of literature on the positive outcomes of video game play, as they suggest that sports video game play may be an effective tool to promote real-life sports participation and physical activity among older adolescents and emerging adults.


Subject(s)
Motivation , Sports , Video Games/psychology , Adolescent , Adult , Female , Humans , Longitudinal Studies , Male , Self Concept , Surveys and Questionnaires , Young Adult
4.
Brain Cogn ; 89: 70-8, 2014 Aug.
Article in English | MEDLINE | ID: mdl-25113660

ABSTRACT

The adolescent age period is often characterized as a health paradox because it is a time of extensive increases in physical and mental capabilities, yet overall mortality/morbidity rates increase significantly from childhood to adolescence, often due to preventable causes such as risk taking. Asynchrony in developmental time courses between the affective/approach and cognitive control brain systems, as well as the ongoing maturation of neural connectivity are thought to lead to increased vulnerability for risk taking in adolescence. A critical analysis of the frequency of risk taking behaviors, as well as mortality and morbidity rates across the lifespan, however, challenges the hypothesis that the peak of risk taking occurs in middle adolescence when the asynchrony between the different developmental time courses of the affective/approach and cognitive control systems is the largest. In fact, the highest levels of risk taking behaviors, such as alcohol and drug use, often occur among emerging adults (e.g., university/college students), and highlight the role of the social context in predicting risk taking behavior. Moreover, risk taking is not always unregulated or impulsive. Future research should broaden the scope of risk taking to include risks that are relevant to older adults, such as risky financial investing, gambling, and marital infidelity. In addition, a lifespan perspective, with a focus on how associations between neural systems and behavior are moderated by context and trait-level characteristics, and which includes diverse samples (e.g., divorced individuals), will help to address some important limitations in the adolescent brain development and risk taking literature.

5.
Brain Cogn ; 89: 114-5, 2014 Aug.
Article in English | MEDLINE | ID: mdl-24321346

ABSTRACT

In this special issue, Ernst (2014) outlines the triadic systems model, which focuses on the balanced interaction among three functional neural systems: the prefrontal cortex (regulation/control), striatum (motivation/approach), and amygdala (emotion/avoidance). Asynchrony in maturation timelines, coupled with less mature connectivity across brain regions, is thought to result in unique vulnerabilities for risk taking during the adolescent age period. Yet, the research evidence linking the triadic systems model to differences in risk taking across adolescence and adulthood is equivocal, and few studies have examined how neural development is associated with real-world behavior. In this commentary, we outline research on adolescent risk taking which highlights the importance of considering trait level and situational conditions when examining associations between neural systems and behavior, as well as the need to adopt a lifespan perspective.


Subject(s)
Adolescent Behavior/physiology , Brain/physiology , Models, Neurological , Motivation/physiology , Female , Humans , Male
6.
J Youth Adolesc ; 43(1): 137-45, 2014 Jan.
Article in English | MEDLINE | ID: mdl-23933963

ABSTRACT

The frequency of involvement in sports often has been concurrently and longitudinally associated with higher self-esteem. The interpretation of this association consistently has been framed as involvement in sports leading to higher levels of self-esteem over time (i.e., socialization effect), although no studies have tested whether higher levels of self-esteem lead to increased involvement in sports over time (i.e., selection effect). Another important aspect of involvement in sports that may be related to self-esteem is the degree to which youth enjoy sports. However, this aspect has received much less attention. To address these gaps in the literature, we first examined the bidirectional effects between self-esteem and the frequency of involvement in sports with 1,492 adolescents (50.8 % female; 92.4 % Canadian-born) over 4 years. Higher levels of self-esteem predicted greater involvement in sports over time, but greater involvement in sports did not predict higher levels of self-esteem over time, offering support only for selection effects. We then tested the bidirectional effects between the enjoyment of sports and self-esteem and found evidence of both socialization and selection effects. Specifically, greater enjoyment of sports predicted higher self-esteem over time, and higher self-esteem predicted greater enjoyment of sports over time. These novel findings suggest that adolescents with higher self-esteem play sports more frequently and enjoy sports more than adolescents with lower self-esteem. In addition, the degree to which adolescents enjoy sports may be more important for increasing self-esteem than the frequency with which adolescents play sports.


Subject(s)
Adolescent Behavior/psychology , Happiness , Pleasure , Psychology, Adolescent , Self Concept , Sports/psychology , Adolescent , Female , Humans , Longitudinal Studies , Male , Models, Psychological , Models, Statistical
7.
Brain Cogn ; 83(3): 315-23, 2013 Dec.
Article in English | MEDLINE | ID: mdl-24128659

ABSTRACT

The adolescent age period is often characterized as a health paradox because it is a time of extensive increases in physical and mental capabilities, yet overall mortality/morbidity rates increase significantly from childhood to adolescence, often due to preventable causes such as risk taking. Asynchrony in developmental time courses between the affective/approach and cognitive control brain systems, as well as the ongoing maturation of neural connectivity are thought to lead to increased vulnerability for risk taking in adolescence. A critical analysis of the frequency of risk taking behaviors, as well as mortality and morbidity rates across the lifespan, however, challenges the hypothesis that the peak of risk taking occurs in middle adolescence when the asynchrony between the different developmental time courses of the affective/approach and cognitive control systems is the largest. In fact, the highest levels of risk taking behaviors, such as alcohol and drug use, often occur among emerging adults (e.g., university/college students), and highlight the role of the social context in predicting risk taking behavior. Moreover, risk taking is not always unregulated or impulsive. Future research should broaden the scope of risk taking to include risks that are relevant to older adults, such as risky financial investing, gambling, and marital infidelity. In addition, a lifespan perspective, with a focus on how associations between neural systems and behavior are moderated by context and trait-level characteristics, and which includes diverse samples (e.g., divorced individuals), will help to address some important limitations in the adolescent brain development and risk taking literature.


Subject(s)
Adolescent Behavior/physiology , Adolescent Development/physiology , Brain/physiology , Risk-Taking , Adolescent , Brain/growth & development , Humans
8.
J Youth Adolesc ; 42(7): 1090-104, 2013 Jul.
Article in English | MEDLINE | ID: mdl-23595418

ABSTRACT

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.


Subject(s)
Aggression/psychology , Competitive Behavior , Gambling/psychology , Video Games/psychology , Adolescent , Female , Humans , Longitudinal Studies , Male , Models, Psychological , Models, Statistical , Psychological Theory , Self Report , Sex Factors , Socialization , Surveys and Questionnaires
9.
J Youth Adolesc ; 42(7): 1041-52, 2013 Jul.
Article in English | MEDLINE | ID: mdl-23344653

ABSTRACT

Some researchers have proposed that video games possess good learning principles and may promote problem solving skills. Empirical research regarding this relationship, however, is limited. The goal of the presented study was to examine whether strategic video game play (i.e., role playing and strategy games) predicted self-reported problem solving skills among a sample of 1,492 adolescents (50.8 % female), over the four high school years. The results showed that more strategic video game play predicted higher self-reported problem solving skills over time than less strategic video game play. In addition, the results showed support for an indirect association between strategic video game play and academic grades, in that strategic video game play predicted higher self-reported problem solving skills, and, in turn, higher self-reported problem solving skills predicted higher academic grades. The novel findings that strategic video games promote self-reported problem solving skills and indirectly predict academic grades are important considering that millions of adolescents play video games every day.


Subject(s)
Achievement , Problem Solving , Video Games/psychology , Adolescent , Female , Humans , Longitudinal Studies , Male , Models, Statistical , Self Report , Sex Factors
10.
Dev Psychol ; 48(4): 1044-57, 2012 Jul.
Article in English | MEDLINE | ID: mdl-22040315

ABSTRACT

In the past 2 decades, correlational and experimental studies have found a positive association between violent video game play and aggression. There is less evidence, however, to support a long-term relation between these behaviors. This study examined sustained violent video game play and adolescent aggressive behavior across the high school years and directly assessed the socialization (violent video game play predicts aggression over time) versus selection hypotheses (aggression predicts violent video game play over time). Adolescents (N = 1,492, 50.8% female) were surveyed annually from Grade 9 to Grade 12 about their video game play and aggressive behaviors. Nonviolent video game play, frequency of overall video game play, and a comprehensive set of potential 3rd variables were included as covariates in each analysis. Sustained violent video game play was significantly related to steeper increases in adolescents' trajectory of aggressive behavior over time. Moreover, greater violent video game play predicted higher levels of aggression over time, after controlling for previous levels of aggression, supporting the socialization hypothesis. In contrast, no support was found for the selection hypothesis. Nonviolent video game play also did not predict higher levels of aggressive behavior over time. Our findings, and the fact that many adolescents play video games for several hours every day, underscore the need for a greater understanding of the long-term relation between violent video games and aggression, as well as the specific game characteristics (e.g., violent content, competition, pace of action) that may be responsible for this association.


Subject(s)
Aggression/psychology , Statistics as Topic , Video Games/adverse effects , Violence , Adolescent , Depression/diagnosis , Depression/etiology , Educational Status , Female , Humans , Longitudinal Studies , Male , Parent-Child Relations , Peer Group , Predictive Value of Tests , Retrospective Studies , Sex Factors , Surveys and Questionnaires , Time Factors , Video Games/psychology , Violence/statistics & numerical data
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