scholarly journals The interplay of parenting style and family rules about video games on subsequent fighting behavior

2020 ◽  
Author(s):  
Amanda C. Cote ◽  
Stewart M. Coles ◽  
Sonya Dal Cin
2002 ◽  
Vol 83 (5) ◽  
pp. 604-610 ◽  
Author(s):  
Robert Mupier ◽  
H. Elaine Rodney ◽  
Lorraine A. Samuels

This study set out to investigate differences in parenting style to which children of alcoholics (COAs) were subjected as opposed to the children of nonalcoholics (non-COAs) in a sample of 1,000 African American adolescent males aged 13 to 17 living in a Midwestern city. Data were gathered using the Children of Alcoholics Screening Test (CAST) and the Children's Structured Assessment for the Genetics of Alcoholism (C-SAGA) specifically in its subsections which deal with parent's time spent with the child, discipline in the home, adults as role models, and family rules. Following the Baumrind categorization of parenting style as authoritarian, authoritative, and permissive, a composite index was constructed which discriminated the children between those who were subjected to a more authoritative (strict but warm discipline) parenting style and those who were not. Results showed that the COAs were associated with less favorable outcomes than the non-COAs in every aspect of the comparison. Implications for social service are suggested.


2009 ◽  
Vol 42 (19) ◽  
pp. 13
Author(s):  
LISA J. MERLO
Keyword(s):  

2020 ◽  
Vol 79 (2) ◽  
pp. 63-70
Author(s):  
Petr Květon ◽  
Martin Jelínek

Abstract. This study tests two competing hypotheses, one based on the general aggression model (GAM), the other on the self-determination theory (SDT). GAM suggests that the crucial factor in video games leading to increased aggressiveness is their violent content; SDT contends that gaming is associated with aggression because of the frustration of basic psychological needs. We used a 2×2 between-subject experimental design with a sample of 128 undergraduates. We assigned each participant randomly to one experimental condition defined by a particular video game, using four mobile video games differing in the degree of violence and in the level of their frustration-invoking gameplay. Aggressiveness was measured using the implicit association test (IAT), administered before and after the playing of a video game. We found no evidence of an association between implicit aggressiveness and violent content or frustrating gameplay.


2008 ◽  
Vol 67 (1) ◽  
pp. 41-50 ◽  
Author(s):  
Frithjof Staude-Müller ◽  
Thomas Bliesener ◽  
Stefanie Luthman

This study tests whether playing violent video games leads to desensitization and increased cardiovascular responding. In a laboratory experiment, 42 men spent 20 min playing either a high- or low-violence version of a “first-person shooter” game. Arousal (heart rate, respiration rate) was measured continuously. After playing the game, emotional responses to aversive and aggressive stimuli - pictures from Lang, Bradley, and Cuthbert’s (1999) International Affective Picture System - were assessed with self-ratings and physiological measurement (skin conductance). Results showed no differences in the judgments of emotional responses to the stimuli. However, different effects of game violence emerged in the physiological reactions to the different types of stimulus material. Participants in the high-violence condition showed significantly weaker reactions (desensitization) to aversive stimuli and reacted significantly more strongly (sensitization) to aggressive cues. No support was found for the arousal hypothesis. Post-hoc analyses are used to discuss possible moderating influences of gaming experience and player’s trait aggressiveness in terms of the General Aggression Model ( Anderson & Bushman, 2001 ) and the Downward Spiral Model ( Slater, Henry, Swaim, & Anderson, 2003 ).


GeroPsych ◽  
2018 ◽  
Vol 31 (4) ◽  
pp. 205-213 ◽  
Author(s):  
Kathryn L. Ossenfort ◽  
Derek M. Isaacowitz

Abstract. Research on age differences in media usage has shown that older adults are more likely than younger adults to select positive emotional content. Research on emotional aging has examined whether older adults also seek out positivity in the everyday situations they choose, resulting so far in mixed results. We investigated the emotional choices of different age groups using video games as a more interactive type of affect-laden stimuli. Participants made multiple selections from a group of positive and negative games. Results showed that older adults selected the more positive games, but also reported feeling worse after playing them. Results supplement the literature on positivity in situation selection as well as on older adults’ interactive media preferences.


2020 ◽  
Vol 41 (2) ◽  
pp. 110-116
Author(s):  
Jonathan E. Ramsay

Abstract. Previous research suggests that parenting style influences the development of the needs for achievement, power, and affiliation. The present study investigated the relationship between parenting style and another important motive disposition – the need for autonomy – in a sample of Singapore university students ( N = 97, 69% female), using a cross-sectional and retrospective design. It was predicted that an authoritative perceived parenting style would relate positively to the implicit need for autonomy ( nAut), the explicit need for autonomy ( sanAut), and the congruence between these two motive dispositions. Authoritative maternal parenting was found to positively associate with sanAut, while maternal parenting was not found to associate with nAut, or with nAut/ sanAut congruence. Paternal parenting was not associated with any of the dependent variables.


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