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1.
J Youth Adolesc ; 43(1): 1-14, 2014 Jan.
Article in English | MEDLINE | ID: mdl-23344652

ABSTRACT

The degree to which media contributes to body dissatisfaction, life satisfaction and eating disorder symptoms in teenage girls continues to be debated. The current study examines television, social media and peer competition influences on body dissatisfaction, eating disorder symptoms and life satisfaction in a sample of 237 mostly Hispanic girls. 101 of these girls were reassessed in a later 6-month follow-up. Neither television exposure to thin ideal media nor social media predicted negative outcomes either concurrently nor prospectively with the exception of a small concurrent correlation between social media use and life satisfaction. Social media use was found to contribute to later peer competition in prospective analysis, however, suggesting potential indirect but not direct effects on body related outcomes. Peer competition proved to be a moderate strong predictor of negative outcomes both concurrently and prospectively. It is concluded that the negative influences of social comparison are focused on peers rather than television or social media exposure.


Subject(s)
Body Image/psychology , Competitive Behavior , Feeding and Eating Disorders/etiology , Peer Group , Personal Satisfaction , Social Media , Television , Adolescent , Child , Cross-Sectional Studies , Feeding and Eating Disorders/ethnology , Feeding and Eating Disorders/psychology , Female , Follow-Up Studies , Hispanic or Latino/psychology , Humans , Models, Psychological , Prospective Studies , Regression Analysis , Texas
2.
J Youth Adolesc ; 42(1): 109-22, 2013 Jan.
Article in English | MEDLINE | ID: mdl-22875464

ABSTRACT

The United States Supreme Court's recent decision relating to violent video games revealed divisions within the scientific community about the potential for negative effects of such games as well as the need for more, higher quality research. Scholars also have debated the potential for violent games to have positive effects such as on visuospatial cognition or math ability. The current study sought to extend previous literature by using well-validated clinical outcome measures for relevant constructs, which have generally been lacking in past research. Cross-section data on aggression, visuospatial cognition, and math achievement were available for a sample of 333 (51.7 % female) mostly Hispanic youth (mean age = 12.76). Prospective 1-year data on aggression and school GPA were available for 143 (46.2 % female) of those youth. Results from both sets of analysis revealed that exposure to violent game had neither short-term nor long-term predictive influences on either positive or negative outcomes. A developmental analysis of the cross-sectional data revealed that results did not differ across age categories of older children, preadolescents or adolescents. Analysis of effect sizes largely ruled out Type II error as a possible explanation for null results. Suggestions for new directions in the field of video game research are proffered.


Subject(s)
Adolescent Behavior/psychology , Aggression/psychology , Cognition , Mathematics , Video Games/psychology , Violence/psychology , Adolescent , Cross-Sectional Studies , Educational Status , Female , Humans , Male , Prospective Studies , Risk Factors , Students/statistics & numerical data , United States , Video Games/adverse effects , Violence/statistics & numerical data , Visual Perception
3.
J Psychiatr Res ; 46(2): 141-6, 2012 Feb.
Article in English | MEDLINE | ID: mdl-22099867

ABSTRACT

BACKGROUND: 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. METHOD: A sample of 165, mainly Hispanic youth, were tested at 3 intervals, an initial interview, and 1-year and 3-year intervals. RESULTS: 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. INTERPRETATION: 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.


Subject(s)
Aggression/psychology , Antisocial Personality Disorder/etiology , Interpersonal Relations , Video Games/adverse effects , Video Games/psychology , Adolescent , Antisocial Personality Disorder/psychology , Child , Depression/etiology , Depression/psychology , Family Relations , Female , Hispanic or Latino , Humans , Longitudinal Studies , Male , Psychometrics , Regression Analysis , Surveys and Questionnaires , Time Factors , Violence/statistics & numerical data
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