Violent Video Games and Aggression Among Young Adults: The Moderating Effects of Adverse Environmental Factors.

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Title: Violent Video Games and Aggression Among Young Adults: The Moderating Effects of Adverse Environmental Factors.
Authors: Addo, Prince Clement (AUTHOR), Fang, Jiaming (AUTHOR), Kulbo, Nora Bakabbey (AUTHOR), Gumah, Bernard (AUTHOR), Dagadu, Joshua Caleb (AUTHOR), Li, Liangqiang (AUTHOR)
Source: CyberPsychology, Behavior & Social Networking. Jan2021, Vol. 24 Issue 1, p17-23. 7p.
Subjects: Aggression (Psychology), Ecology, Empathy, Regression analysis, Research funding, Surveys, Video games, Violence, Violence & psychology, Effect sizes (Statistics), Data analysis software, Descriptive statistics
Geographic Terms: China, Ghana
Abstract: Research is divided on the effects of violent video games (VVGs). Some scholars claimed that VVG promotes aggression, reduces empathy, increases self-injury, and externalization, whereas others claim that a minimal or, in some cases, no traits as reported by the former is associated with playing VVGs. This study provides evidence to support claims that VVG is associated with aggressive behavior among young adults. However, the study focused more importantly on the moderating effects of adverse environmental factors on this relationship from a cross-cultural perspective. A total of 3,219 young adults between 18 and 35 years sampled from colleges and game centers in Ghana and China provided support for this study. We adopted a parallel moderated-mediation regression analysis and found that increased exposure to VVG is associated with reduced empathy concerns, aggression-related thoughts, and increased aggressive behavior. Although controlling for gender, setting, and location, the results pointed to the magnifying effects of the adverse environments in explaining the association between VVG and aggressive behavior. This study thus provides strong support for the frequently debated adverse effects of playing VVG among young adults with a particular reference to environmental factors and will hence aid in communicating a more representative viewpoint on the effects of VVG. [ABSTRACT FROM AUTHOR]
Copyright of CyberPsychology, Behavior & Social Networking is the property of Mary Ann Liebert, Inc. and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract. (Copyright applies to all Abstracts.)
Database: Psychology and Behavioral Sciences Collection
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  Data: Violent Video Games and Aggression Among Young Adults: The Moderating Effects of Adverse Environmental Factors.
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  Data: <searchLink fieldCode="AR" term="%22Addo%2C+Prince+Clement%22">Addo, Prince Clement</searchLink> (AUTHOR)<br /><searchLink fieldCode="AR" term="%22Fang%2C+Jiaming%22">Fang, Jiaming</searchLink> (AUTHOR)<br /><searchLink fieldCode="AR" term="%22Kulbo%2C+Nora+Bakabbey%22">Kulbo, Nora Bakabbey</searchLink> (AUTHOR)<br /><searchLink fieldCode="AR" term="%22Gumah%2C+Bernard%22">Gumah, Bernard</searchLink> (AUTHOR)<br /><searchLink fieldCode="AR" term="%22Dagadu%2C+Joshua+Caleb%22">Dagadu, Joshua Caleb</searchLink> (AUTHOR)<br /><searchLink fieldCode="AR" term="%22Li%2C+Liangqiang%22">Li, Liangqiang</searchLink> (AUTHOR)
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  Data: <searchLink fieldCode="JN" term="%22CyberPsychology%2C+Behavior+%26+Social+Networking%22">CyberPsychology, Behavior & Social Networking</searchLink>. Jan2021, Vol. 24 Issue 1, p17-23. 7p.
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  Data: <searchLink fieldCode="DE" term="%22Aggression+%28Psychology%29%22">Aggression (Psychology)</searchLink><br /><searchLink fieldCode="DE" term="%22Ecology%22">Ecology</searchLink><br /><searchLink fieldCode="DE" term="%22Empathy%22">Empathy</searchLink><br /><searchLink fieldCode="DE" term="%22Regression+analysis%22">Regression analysis</searchLink><br /><searchLink fieldCode="DE" term="%22Research+funding%22">Research funding</searchLink><br /><searchLink fieldCode="DE" term="%22Surveys%22">Surveys</searchLink><br /><searchLink fieldCode="DE" term="%22Video+games%22">Video games</searchLink><br /><searchLink fieldCode="DE" term="%22Violence%22">Violence</searchLink><br /><searchLink fieldCode="DE" term="%22Violence+%26+psychology%22">Violence & psychology</searchLink><br /><searchLink fieldCode="DE" term="%22Effect+sizes+%28Statistics%29%22">Effect sizes (Statistics)</searchLink><br /><searchLink fieldCode="DE" term="%22Data+analysis+software%22">Data analysis software</searchLink><br /><searchLink fieldCode="DE" term="%22Descriptive+statistics%22">Descriptive statistics</searchLink>
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  Label: Geographic Terms
  Group: Su
  Data: <searchLink fieldCode="DE" term="%22China%22">China</searchLink><br /><searchLink fieldCode="DE" term="%22Ghana%22">Ghana</searchLink>
– Name: Abstract
  Label: Abstract
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  Data: Research is divided on the effects of violent video games (VVGs). Some scholars claimed that VVG promotes aggression, reduces empathy, increases self-injury, and externalization, whereas others claim that a minimal or, in some cases, no traits as reported by the former is associated with playing VVGs. This study provides evidence to support claims that VVG is associated with aggressive behavior among young adults. However, the study focused more importantly on the moderating effects of adverse environmental factors on this relationship from a cross-cultural perspective. A total of 3,219 young adults between 18 and 35 years sampled from colleges and game centers in Ghana and China provided support for this study. We adopted a parallel moderated-mediation regression analysis and found that increased exposure to VVG is associated with reduced empathy concerns, aggression-related thoughts, and increased aggressive behavior. Although controlling for gender, setting, and location, the results pointed to the magnifying effects of the adverse environments in explaining the association between VVG and aggressive behavior. This study thus provides strong support for the frequently debated adverse effects of playing VVG among young adults with a particular reference to environmental factors and will hence aid in communicating a more representative viewpoint on the effects of VVG. [ABSTRACT FROM AUTHOR]
– Name: AbstractSuppliedCopyright
  Label:
  Group: Ab
  Data: <i>Copyright of CyberPsychology, Behavior & Social Networking is the property of Mary Ann Liebert, Inc. and its content may not be copied or emailed to multiple sites without the copyright holder's express written permission. Additionally, content may not be used with any artificial intelligence tools or machine learning technologies. However, users may print, download, or email articles for individual use. This abstract may be abridged. No warranty is given about the accuracy of the copy. Users should refer to the original published version of the material for the full abstract.</i> (Copyright applies to all Abstracts.)
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RecordInfo BibRecord:
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    Identifiers:
      – Type: doi
        Value: 10.1089/cyber.2020.0018
    Languages:
      – Code: eng
        Text: English
    PhysicalDescription:
      Pagination:
        PageCount: 7
        StartPage: 17
    Subjects:
      – SubjectFull: Aggression (Psychology)
        Type: general
      – SubjectFull: Ecology
        Type: general
      – SubjectFull: Empathy
        Type: general
      – SubjectFull: Regression analysis
        Type: general
      – SubjectFull: Research funding
        Type: general
      – SubjectFull: Surveys
        Type: general
      – SubjectFull: Video games
        Type: general
      – SubjectFull: Violence
        Type: general
      – SubjectFull: Violence & psychology
        Type: general
      – SubjectFull: Effect sizes (Statistics)
        Type: general
      – SubjectFull: Data analysis software
        Type: general
      – SubjectFull: Descriptive statistics
        Type: general
      – SubjectFull: China
        Type: general
      – SubjectFull: Ghana
        Type: general
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      – TitleFull: Violent Video Games and Aggression Among Young Adults: The Moderating Effects of Adverse Environmental Factors.
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            NameFull: Addo, Prince Clement
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            NameFull: Fang, Jiaming
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            NameFull: Gumah, Bernard
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            – D: 01
              M: 01
              Text: Jan2021
              Type: published
              Y: 2021
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