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1.
Perspect Psychol Sci ; 15(6): 1423-1443, 2020 11.
Article in English | MEDLINE | ID: mdl-32777188

ABSTRACT

In 2015, the American Psychological Association (APA) released a task-force technical report on video-game violence with a concurrent resolution statement linking violent games to aggression but not violent crime. The task-force report has proven to be controversial; many scholars have criticized language implying conclusive evidence linking violent games to aggression as well as technical concerns regarding the meta-analysis that formed the basis of the technical report and resolution statement. In the current article, we attempt a reevaluation of the 2015 technical report meta-analysis. The intent of this reevaluation was to examine whether the data foundations behind the APA's resolution on video-game violence were sound. Reproducing the original meta-analysis proved difficult because some studies were included that did not appear to have relevant data, and many other available studies were not included. The current analysis revealed negligible relationships between violent games and aggressive or prosocial behavior, small relationships with aggressive affect and cognitions, and stronger relationships with desensitization. However, effect sizes appeared to be elevated because of non-best-practices and researcher-expectancy effects, particularly for experimental studies. It is concluded that evidence warrants a more cautious interpretation of the effects of violent games on aggression than provided by the APA technical report or resolution statement.


Subject(s)
Advisory Committees , Aggression , Psychology , Societies, Scientific , Video Games/psychology , Violence , Cognition , Humans
2.
Deviant Behav ; 40(3): 402-416, 2019.
Article in English | MEDLINE | ID: mdl-30886449

ABSTRACT

The present study examines substance use behaviors of middle and high school students, focusing on how varying influences of opportunity measures impact use of specific types of substances. The data used in the present study come from almost 4,000 students within 89 school contexts from students attending public school in a Southern state. HLM is used to explore the influence of various opportunities at both the student and school-level on the use of different types of substances. Results indicate measures of opportunity at both the student and school-level were significant; however, measures at the individual level were consistently more influential.

3.
Int J Law Psychiatry ; 57: 77-84, 2018.
Article in English | MEDLINE | ID: mdl-29548507

ABSTRACT

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.


Subject(s)
Adolescent Behavior/psychology , Child Behavior/psychology , Video Games/adverse effects , Video Games/standards , Violence/psychology , Adolescent , Aggression/psychology , Child , Female , Humans , Male , Social Perception , Societies, Medical/standards
4.
Cyberpsychol Behav Soc Netw ; 20(12): 735-739, 2017 Dec.
Article in English | MEDLINE | ID: mdl-29148827

ABSTRACT

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.


Subject(s)
Behavioral Research/statistics & numerical data , Journal Impact Factor , Mass Media/statistics & numerical data , Publication Bias/statistics & numerical data , Video Games/psychology , Adolescent , Aggression/psychology , Behavioral Research/methods , Child , Female , Humans , Male , Violence/psychology
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