Predictors of video game console aggression

This study was designed to investigate the aggression levels of college students found in the Northeastern part of the United States following exposure to video games. The 59 participants played their assigned game, Mortal Kombat on Nintendo Wii or Halo 2 on the Xbox, for 45 minutes with a partner....

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Autores principales: Bean, Anthony Martin, Ferro, Lauren
Formato: Artículo revista
Lenguaje:Inglés
Publicado: Universidad Nacional de Córdoba 2016
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Acceso en línea:https://revistas.unc.edu.ar/index.php/racc/article/view/10954
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spelling I10-R10-article-109542019-06-03T14:18:25Z Predictors of video game console aggression Predictores de la agresión en videojuegos de consola Bean, Anthony Martin Ferro, Lauren videojuegs violentos agresión videojuegos de consola género violent video games aggression console video games gender Violent Video Games This study was designed to investigate the aggression levels of college students found in the Northeastern part of the United States following exposure to video games. The 59 participants played their assigned game, Mortal Kombat on Nintendo Wii or Halo 2 on the Xbox, for 45 minutes with a partner. The researchers employed twelve t-tests (alpha adjusted to .004) and three multiple linear regressions to explore the difference of aggression levels in gender, violent video game, and predictors of aggression. Results showed no aggression differences in all twelve t-tests for the three aggression variables (physical, verbal, and general) pre and post-tests for gender or violent video game played. Additionally, there was no support found suggesting the violent video games, gender, and time spent playing video games caused aggression as previously touted by past researchers. In fact, the only significance found for predicting aggression were the pre-aggression scores in all three areas of measured aggression suggesting a need for proper control of variables and that aggression may be preexisting within the individual rather than caused by violent video game play. Este estudio fue diseñado para investigar los niveles de agresión en estudiantes universitarios de la región noreste de los Estados Unidos después de la exposición a videojuegos. 59 participantes jugaron a un videojuego asignado, Mortal Kombat en Nintendo Wii o Halo 2 en Xbox, durante 45 minutos con un compañero. Se emplearon doce pruebas t (alfa ajustado a 0.004) y tres regresiones lineales múltiples para explorar la diferencia de niveles de agresión en género, videojuegos violentos y predictores de la agresión. Los resultados no mostraron diferencias en agresión a lo largo de las doce pruebas t para las tres variables de agresión (física, verbal y general) pre y post-tests para género o videojuego violento jugado. Además, no se halló soporte sugiriendo que los videojuegos violentos, el género y el tiempo dedicado a jugar videojuegos causen agresión. De hecho, el único resultado significativo encontrado para predecir la agresión fueron las puntuaciones pre-agresión en las tres áreas medidas, sugiriendo la necesidad de un control adecuado de las variables y que la agresión puede ser pre-existente en el individuo y no causada por videojuegos violentos. Universidad Nacional de Córdoba 2016-04-07 info:eu-repo/semantics/article info:eu-repo/semantics/publishedVersion application/pdf application/msword application/msword application/msword application/msword application/msword https://revistas.unc.edu.ar/index.php/racc/article/view/10954 Argentinean Journal of Behavioral Sciences; Vol. 8 No. 1 (2016): Revista Argentina de Ciencias del Comportamiento; 61-70 Revista Argentina de Ciencias del Comportamiento; Vol. 8 Núm. 1 (2016): Revista Argentina de Ciencias del Comportamiento; 61-70 1852-4206 10.32348/1852.4206.v8.n1 eng https://revistas.unc.edu.ar/index.php/racc/article/view/10954/Bean2 https://revistas.unc.edu.ar/index.php/racc/article/view/10954/25434 https://revistas.unc.edu.ar/index.php/racc/article/view/10954/25435 https://revistas.unc.edu.ar/index.php/racc/article/view/10954/25436 https://revistas.unc.edu.ar/index.php/racc/article/view/10954/25437 https://revistas.unc.edu.ar/index.php/racc/article/view/10954/25438 Derechos de autor 2016 Anthony Martin Bean, Lauren Ferro
institution Universidad Nacional de Córdoba
institution_str I-10
repository_str R-10
container_title_str Revistas de la UNC
language Inglés
format Artículo revista
topic videojuegs violentos
agresión
videojuegos de consola
género
violent video games
aggression
console video games
gender
Violent Video Games
spellingShingle videojuegs violentos
agresión
videojuegos de consola
género
violent video games
aggression
console video games
gender
Violent Video Games
Bean, Anthony Martin
Ferro, Lauren
Predictors of video game console aggression
topic_facet videojuegs violentos
agresión
videojuegos de consola
género
violent video games
aggression
console video games
gender
Violent Video Games
author Bean, Anthony Martin
Ferro, Lauren
author_facet Bean, Anthony Martin
Ferro, Lauren
author_sort Bean, Anthony Martin
title Predictors of video game console aggression
title_short Predictors of video game console aggression
title_full Predictors of video game console aggression
title_fullStr Predictors of video game console aggression
title_full_unstemmed Predictors of video game console aggression
title_sort predictors of video game console aggression
description This study was designed to investigate the aggression levels of college students found in the Northeastern part of the United States following exposure to video games. The 59 participants played their assigned game, Mortal Kombat on Nintendo Wii or Halo 2 on the Xbox, for 45 minutes with a partner. The researchers employed twelve t-tests (alpha adjusted to .004) and three multiple linear regressions to explore the difference of aggression levels in gender, violent video game, and predictors of aggression. Results showed no aggression differences in all twelve t-tests for the three aggression variables (physical, verbal, and general) pre and post-tests for gender or violent video game played. Additionally, there was no support found suggesting the violent video games, gender, and time spent playing video games caused aggression as previously touted by past researchers. In fact, the only significance found for predicting aggression were the pre-aggression scores in all three areas of measured aggression suggesting a need for proper control of variables and that aggression may be preexisting within the individual rather than caused by violent video game play.
publisher Universidad Nacional de Córdoba
publishDate 2016
url https://revistas.unc.edu.ar/index.php/racc/article/view/10954
work_keys_str_mv AT beananthonymartin predictorsofvideogameconsoleaggression
AT ferrolauren predictorsofvideogameconsoleaggression
AT beananthonymartin predictoresdelaagresionenvideojuegosdeconsola
AT ferrolauren predictoresdelaagresionenvideojuegosdeconsola
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last_indexed 2022-08-20T00:49:32Z
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