Harris Poll On Line. GuwM Eligibility. Growing up with Media (GuwM) Methodology 6/20/2013

Similar documents
Running head: IMPACT OF VIOLENT VIDEO GAMES 1

Video Games ProCon.org. 22 Charts & Graphs on Video Games & Youth Violence

Using Administrative Records and the American Community Survey to Study the Characteristics of Undercounted Young Children in the 2010 Census

THE ASSOCIATED PRESS/AMERICA ONLINE POLL GAMING STUDY CONDUCTED BY IPSOS PUBLIC AFFAIRS PROJECT # GAMING STUDY

The Effects of First-Person-Shooter Video Games on Adolescents. Jake Fletcher. Texas Tech University

Washington s Lottery: Daily Race Game Evaluation Study TOPLINE RESULTS. November 2009

People Decoding Violent Video Games. By: Stephon Sharp

Violent Video Games A presentation by: The Be the Change Campaign

Sample Sample ADMINISTRATION AND RESOURCE GUIDE. English Language Arts. Assesslet. Argumentative

Census Response Rate, 1970 to 1990, and Projected Response Rate in 2000

The Effects of Playing Violent Video Games on Youth: A Three-Year Longitudinal Study

esociety essay, proposing an R18+ rating for videogames in Australia (2007)

Exposure to Effects of Violent Video Games: Desensitization. Valentine Anton. Algoma University

Issue Overview: Do video games cause violence?

VIDEOGAMES IN EUROPE:

Robin Gaines Lanzi, PhD, MPH

Violence has been a mainstay in video games since the medium was created, and for

EFFECTS OF VIRTUAL VIOLENCE ON CHILDREN AND ADOLESCENTS

An Overview of the American Community Survey

What do you know about yourself now. STUDENT PACKET

Extended Abstract: Impacts of Narrative, Nurturing, and Game-Play on Health-Related. Outcomes in an Action-Adventure Health Game. Debra A.

REVISED - Census Tract Measures for Fragile Families Mothers and Fathers at Baseline. September 16, 2005

1995 Video Lottery Survey - Results by Player Type

Unexpected Benefits to Human Brain

Respondent: Robots, Ethics, and Intimacy: the need for scientific research

Online Gaming Is NOT Just for Kids Anymore

Massachusetts Renewables/ Cape Wind Survey

not social, spending most of one's time alone 4. a sum of money paid as a penalty or punishment 6. someone who studies and looks for answers 11.

The little book of EMA All you need to know about EMA for academic year 2018/19

Casual Gamer Study RealNetworks 6/21/06

MMORPGs And Women: An Investigative Study of the Appeal of Massively Multiplayer Online Roleplaying Games. and Female Gamers.

Game Software Rating Management Regulations

Math 147 Elementary Probability/Statistics I Additional Exercises on Chapter 4: Probability

The Brave New World of An Emerging Diverse Online Majority

Using 2010 Census Coverage Measurement Results to Better Understand Possible Administrative Records Incorporation in the Decennial Census

0-4 years: 8% 7% 5-14 years: 13% 12% years: 6% 6% years: 65% 66% 65+ years: 8% 10%

Gaming. not just for kids! Gaming & your Library. 42% of all adults own a console. Almost 2/3 of adults own a console

Appendix T Questions for Batterers, Children, and Non-Offending Parents

TCAP Grade 8 Writing Text 1

Building Rosters Sensibly: Who's on First (Avenue)?

V.Smile Canadian Launch. A COMPAS Report for VTech Electronics

PROBABILITY-BASED SAMPLING USING Split-Frames with Listed Households

News Debate: Firefight

EMA. The little book of EMA. STUDENT FINANCE. All you need to know about EMA for academic year 2014/15. student finance wales.

Provided by. RESEARCH ON INTERNATIONAL MARKETS We deliver the facts you make the decisions

Methodology Statement: 2011 Australian Census Demographic Variables

PRELIMINARY FIRST DRAFT. Does time spent playing video games crowd out time spent studying? Michael R. Ward. University of Texas at Arlington

Survey of Massachusetts Congressional District #4 Methodology Report

FINANCIAL PROTECTION Not-for-Profit and For-Profit Cemeteries Survey 2000

It's not magic: Reading Harry Potter books can boost children's tolerance

Executive Summary. Correspondence between age and grade. Grade Outside Quebec. Grade In Quebec Secondary

AN INQUIRY INTO THE CONSUMPTION OF GAMING SERVICES BY MALTESE RESIDENTS

The Violent View: Violent Video Games and Our Youth. Doran Johnson PSY Lethbridge College

THE TOP 100 CITIES PRIMED FOR SMART CITY INNOVATION

News Debate: Firefight

Violence in Online Gaming: Pushing the Limits. Christy L. Kinnion Meridian Dr. Greenville, NC

A Virtual Human Agent for Training Clinical Interviewing Skills to Novice Therapists

WHO IS JASMINE JONES?

Economic & Housing Outlook

Suburb Statistics Report For Leeton

E-Safety Newsletter. Bowmandale Primary School. Apps for Primary Age Children. Scratch Jr. Tynker. Lightbot: Code Hour. Apps and Age Ratings

APPENDIX A UNDERSTANDING SOCIETY: THE UK HOUSEHOLD LONGITUDINAL STUDY (UKHLS)

DATA APPENDIX TO UNDERSTANDING THE IMPACT OF IMMIGRATION ON CRIME

The Podcast Consumer. May 2015

Photo shooting from 8.50? Market analysis for photo shootings from professional photographers

Extended Definition Essay: Violent Video Games

Puerto Rico Radio Today How Puerto Rico Listens to Radio

1990 Census Measures. Fast Track Project Technical Report Patrick S. Malone ( ; 9-May-00

NATIONAL: MOST AMERICANS SAY MERRY CHRISTMAS

The main focus of the survey is to measure income, unemployment, and poverty.

Mindfulness, non-attachment, and emotional well-being in Korean adults

Cultivating Sense of Place through Outdoor Recreation: Implications for Rural Communities in New York

Concerted actions program. Appendix to full research report. Jeffrey Derevensky, Rina Gupta. Institution managing award: McGill University

DO DEMOGRAPHIC VARIABLES MAKE A DIFFERENCE IN LEVEL OF VIOLENT GAME PLAY? SULMA M. ROWLAND A DISSERTATION SUBMITTED TO THE FACULTY OF

These slides were created by Michael A. Britt, Ph.D., host of The Psych Files podcast. The slides accompany episode #115, which can be viewed by

Video Games and Violence. On the other hand, there are those that say state video games do not have an effect on someone s

21,400 SF Pacific Hwy S. Kent, WA

MIDAS Measurement of Internet Delivered Audio Services

INFORMATION ON VIOLENT COMPUTER/VIDEO

Economic and Social Council

The Facts about Video Game Violence. Presentation to the York Region Police Services Board May 2005

Appendix D: 7th-9th Grade Survey Instrument

Neighbourhood Profiles Census and National Household Survey

News English.com Ready-to-use ESL / EFL Lessons Grand Theft Auto IV to smash sales records

Neighbourhood Profiles Census and National Household Survey

Press Contact: Tom Webster. The Heavy Radio Listeners Report

Supplementary questionnaire on the 2011 Population and Housing Census SWITZERLAND

Comparative Study of Electoral Systems (CSES) Module 4: Design Report (Sample Design and Data Collection Report) September 10, 2012

1999 AARP Funeral and Burial Planners Survey. Summary Report

Video Games in Education: an Analysis beyond Prejudice

United States Population

Provided by. RESEARCH ON INTERNATIONAL MARKETS We deliver the facts you make the decisions

Online and Offline Networks and Voting Decisions: The Case of Egypt s Post Revolution Parliamentary Elections

How To Talk About Videogames (Electronic Mediations) By Ian Bogost READ ONLINE

TOWARDS POPULATION & HOUSING CENSUS OF MALAYSIA, 2020 (DATA COLLECTION WITH INTERNET)

Internet Gaming: Wat is a MMORPG WoW. Warm-Up. Warm-Up. What do you think a gamer is? What do you think is too much time spent talking to friends?

American Community Survey 5-Year Estimates

American Community Survey 5-Year Estimates

Online Gaming Support for Parents (source YHGFL) JE

Youth Build Evansville

Transcription:

International Society for Research on Aggression, July 2008, Budapest, Hungary Toward A Better Understanding of the Relation Between Violent Videogame Play and Different Types of Antisocial Behavior Merle Hamburger PhD a Michele Ybarra MPH PhD b Jeffery Hall PhD a Philip J Leaf PhD c Marie Diener-West PhD c acenters for Disease Control; binternet Solutions for Kids, Inc.; cjohns Hopkins School of Public Health * Thank you for your interest in this presentation. Please note that analyses included herein are preliminary. More recent, finalized analyses may be available by contacting CiPHR for further information. Growing up with Media (GuwM) Methodology Baseline data were collected August - September, 2006 1,588 households (one caregiver, one child) were surveyed online Participants recruited from Harris Poll On Line ADULT GuwM Eligibility Be the most (or equally) knowledgeable of the youth s media use in the home Be a member of HPOL YOUTH Aged 10-15 years Use the Internet at least once in the last 6 months English speaking Harris Poll On Line HPOL is a double opt-in panel of millions of respondents. HPOL data are consistently comparable to data that has been obtained from RDD telephone samples of general populations when sampling and weighting is applied. 1

GuwM RR and Weighting Response rate was 26% Propensity scoring was applied Data were weighted to match the US population of adults with children between the ages of 10 and 15 years GuwM Youth characteristics (n=1,588) 48% Female Mean age: 12.6 years (SE: 0.05) 71% White, 13% Black, 9% Mixed, 7% Other 19% Hispanic Median time spent online on a typical day: 31 minutes 1 hour Why Video Games? Video games are BIG BUSINESS ~268 million computer/video games sold in 2007 ~$9.5 BILLION in revenue (for 2007) Approximately 60% youth (8-18) play video games for about an hour on any given day Violence in Videogames > 50% of the most popular video games are rated T or M Teen/Mature rated games Almost all have violent content Most (90%) reward injuring characters Many (~69%) reward killing characters Youth (8-18) prefer T and M rated games 2

Exposure to Violent Video Games Exposure related to: Increased Aggressive behavior, Aggressive affect, and Aggressive cognitions Decreased prosocial behavior Immersion as a Mediator A player s sense of presence in the game Realism Effects more pronounced if game is realistic Immersion Effects more pronounced if player identifies with characters Problem Statement Little is known about how exposure to violent video games is associated with: (a) seriously violent behavior; (b) antisocial behavior; and (c) delinquency. What is the association between playing violent video games and concurrent reports of externalizing behavior; To what extent does immersion mediate this association? Characteristics of game video players N=1,493 (video game players) 48% Female Mean age: 12.5 years (SE: 0.04) 79% White, 13% Black, 8% Other 12% Hispanic Median HH income: $50,000-$74,999 3

Game Playing Behavior Median # of days / week: 3-4 Median time playing/ day: 31-60 min Overall median exposure: 157 min / week Median exposure by violent video game None: 67.5 min / week Some: 157.5 min / week Many / Most / All: 287.8 min / week Violent Video Game Play When you play video, computer, or Internet games, how many show physical fighting, shooting, or killing? Response alternatives: None ; Some ; Many ; Most/All Outcome Variables Seriously Violent Behavior Behavior likely resulting in murder Aggravated assault; Robbery; Sexual assault Alpha = 0.87 Outcome Variables Antisocial Behavior Breaking rules Threatening / fighting with people Burglary Animal cruelty Alpha = 0.85 4

Outcome Variables Delinquency Relational bullying; Physical aggression; Vandalism Manipulative/coercive behavior Alpha = 0.80 Realism Potential Effect Modifiers The action in the games is like real life. Identification The people in the games are just like me or people I know Variable Results # Yes (N = 1,493) Serious Violent Behavior 89 6 % of Sample Antisocial Behavior 400 27 Delinquency 1,028 69.5 Violent Video Game 388 26.3 Realistic 471 49.1 Identification 185 19.4 Variable Violent Video Game Play Bivariate Odds Violent Behavior Antisocial Behavior Controlling for participant age, sex, and income Delinquency 1.92 (1.19-3.08) 1.92 (1.45-2.52) 1.62 (1.22-2.17) Realism 1.14 (0.71-1.84) 1.46 (1.09-1.94) 1.22 (0.91-1.64) Identification 3.35 (2.02-5.55) 2.51 (1.76-3.57) 1.68 (1.11-2.54) 5

Path Analysis model Mediational Path analysis model Summary Playing violent video games is common. Over a quarter of respondents report playing violent video games Weekly exposure significantly related to playing violent video games Summary Consistent with previous literature reporting associations between violent video games and aggression.. Frequent exposure to violent video games is concurrently associated with serious externalizing behaviors, Character identification is a mediator 6

Limitations of GuwM Data Data are cross-sectional Reliance on self-reports It is possible that: Children were monitored by their parents 22% of youth indicated someone was close enough to see the screen during data collection Parents completed the youth survey. Implications Need to educate caregivers about the growing evidence for the impact of violent media / video games on serious externalizing behaviors Character identification appears to be important, over and above the violence in the game itself. Contact Information Dr. Merle Hamburger Centers for Disease Control and Prevention mhamburger@cdc.gov This research was supported by Cooperative Agreement number U49/CE000206 from the Centers for Disease Control and Prevention (CDC). The findings and conclusions in this presentation are those of the authors and do not necessarily represent the official position of the Centers for Disease Control. 7