The Relationship Between Video Game Play and the Acquired Capability for Suicide: An Examination of Differences by Category of Video Game and Gender

2015 ◽  
Vol 18 (12) ◽  
pp. 757-762 ◽  
Author(s):  
Sean M. Mitchell ◽  
Danielle R. Jahn ◽  
Evan T. Guidry ◽  
Kelly C. Cukrowicz
Author(s):  
Lavinia McLean ◽  
Mark D. Griffiths

Research in the area of video game play and sports psychology has suggested that specific strategies are often employed by players to justify aggressive behaviour used during gameplay. The present study investigates the relationship between game play and moral disengagement strategies in a group of 605 adults who played violent videogames or regularly played competitive sports. The results suggest that sports players were more likely than violent game players to endorse moral disengagement strategies. The video gamers were more likely to use a specific set of moral disengagement strategies (i.e., cognitive restructuring) than the other groups and this may be related to the structural characteristics of videogames. The findings add to recent research exploring the mechanisms by which individuals engage in aggressive acts both virtually and in real-life situations. The results are discussed in relation to similar relevant research in the area, along with recommendations for future research.


2015 ◽  
Vol 38 (9) ◽  
pp. 1215-1238 ◽  
Author(s):  
Nicole Martins ◽  
Nicholas L. Matthews ◽  
Rabindra A. Ratan

This study examined parental mediation of children’s video game play in an Internet survey of 433 parents of children aged 5 to 18 years. We assessed the valence of active mediation (i.e., positive, negative, neutral) and the relationship between parental involvement and mediation techniques. Furthermore, we explored whether parental mediation was associated with child delinquency. Our results demonstrate that active mediation is generally negative or neutral in nature. Involved parents were more likely to use each mediation strategy than less involved parents; however, parental involvement did not predict negative mediation. Restrictive and negative mediation were significantly related to child delinquency. In sum, the findings show that parents are involved in monitoring their children’s use of this medium, just as they are with television.


Author(s):  
Tobias Greitemeyer

Abstract. Correll and colleagues ( Correll, Park, Judd, & Wittenbrink, 2002 ) developed a first-person shooter task that simulates the police officer’s dilemma of whether to shoot or not a target that may present lethal danger. The present study examined the relationship between habitual violent video game play and responses in this shooting paradigm. Habitual violent video game play has been shown to increase the accessibility of aggressive thoughts. Previous research also demonstrated that action video game play has a positive impact on perceptual skills. Hence, it was hypothesized that players of violent video games would be more likely to mistakenly shoot a target and exhibit shorter reaction times in the shooting task. Results revealed that reaction times, but not error rates, were significantly associated with habitual violent video game play. These findings suggest that habitual violent video game play may have a positive impact on overall processing skills without limiting accuracy.


Sign in / Sign up

Export Citation Format

Share Document