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Machen Videospiele aggressiv?

Does video game usage increase aggressiveness?
Authors: Schultes, Marie-Therese;

Machen Videospiele aggressiv?

Abstract

Die vorliegende Arbeit behandelt die Frage des Einflusses gewalthaltiger Bildschirmspiele auf die Aggressivität von Jugendlichen anhand einer Längsschnittuntersuchung. Zu zwei Erhebungszeitpunkten wurden insgesamt 169 SchülerInnen der sechsten und siebten Schulstufe zu ihren Video- und Computerspielgewohnheiten befragt und deren Aggressivität, Attributionsstil und normative Einstellungen bezüglich aggressiver Verhaltensweisen erhoben. Mediationsanalysen zu querschnittlichen Beziehungen sprechen bei den weiblichen Teilnehmerinnen für einen signifikanten Zusammenhang zwischen dem Konsum gewalthaltiger Bildschirmspiele und offener, reaktiver, sowie instrumenteller Aggressivität, welcher über den Attributionsstil und die normativen Einstellungen bezüglich physisch aggressiver Verhaltensweisen vermittelt wird. Längsschnittliche Analysen zeigten, dass der Konsum nicht altersgemäßer gewalthaltiger Bildschirmspiele bei den weiblichen Teilnehmerinnen über einen Zeitraum von sechs Monaten zu einer erhöhten offenen, reaktiven und instrumentellen Aggressivität geführt hat. Es besteht die Vermutung, dass weibliche Jugendliche mit einer Vorliebe für nicht jugendfreie Gewaltspiele einer Gruppe von „high-risk-players“ angehören, welche für die Effekte von gewalthaltigen Bildschirmspielen besonders vulnerabel ist.

The present study examines the effects of violent video games on adolescents’ aggressiveness using a longitudinal approach. In two waves of data collection, a total of 169 sixth and seventh grade students completed measures of video- and computer game usage, aggressiveness, attributional style and normative beliefs about aggression. For female participants, mediation analyses of cross-sectional data revealed a significant relationship between the usage of violent electronic games and overt, reactive and instrumental aggressiveness, which was mediated by attributional style and normative beliefs about physical aggression. Longitudinal analyses showed that the consumption of non-age-appropriately violent electronic games over a period of six months had caused higher overt, reactive and instrumental aggression among girls. Due to the results of the present study there are grounds for the assumption that girls with a preference for mature-rated violent games belong to a group of “high-risk-players”, who have a higher vulnerability to the effects of violent electronic games.

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selected citations
These citations are derived from selected sources.
This is an alternative to the "Influence" indicator, which also reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Citations provided by BIP!
popularity
This indicator reflects the "current" impact/attention (the "hype") of an article in the research community at large, based on the underlying citation network.
BIP!Popularity provided by BIP!
influence
This indicator reflects the overall/total impact of an article in the research community at large, based on the underlying citation network (diachronically).
BIP!Influence provided by BIP!
impulse
This indicator reflects the initial momentum of an article directly after its publication, based on the underlying citation network.
BIP!Impulse provided by BIP!
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Average
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