Article ID Journal Published Year Pages File Type
350976 Computers in Human Behavior 2011 13 Pages PDF
Abstract

Previous research shows that playing violent computer games (VCG) influences physical aggression. However, the mediation processes of this influence and potential gender and age differences have not been well investigated. The present study (a) tested, in an integrated model, how three factors (i.e., beliefs about aggression, hostile expectations, and empathy) simultaneously mediated the relationship between playing VCG and physical aggression, and (b) determined if the mediation process varied across gender and age groups. A total of 795 (44% females) Chinese adolescents from three grade levels (Grade 5, 8 and 11) completed measures of exposure to VCG, physical aggression, beliefs about aggression, hostile expectations, and empathy. Results indicated that paths involving each of the three mediators as the sole mediator were significant in the whole sample. Beliefs about aggression (e.g., “it’s O.K. to hit someone”) were the most robust mediator across gender and age groups. Empathy was a more important mediator in females than in males in Grade 5 and Grade 8. The direct and/or indirect associations (e.g., VCG → beliefs about aggression → physical aggression) between playing VCG and physical aggression were stronger among younger adolescents than among older adolescents. The implications of these findings are discussed.

► We examined how violent computer games influence physical aggression in adolescents. ► We further determined if such influence varied across gender and age groups. ► Beliefs about aggression, hostile expectations, and empathy mediated the influence. ► Empathy was a prominent mediator among pre and middle adolescent females. ► Violent computer games had a greater influence the younger the age group.

Related Topics
Physical Sciences and Engineering Computer Science Computer Science Applications
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