Você está na página 1de 33

LITERATURE REVIEW

A LONGITUDINAL TEST OF VIDEO GAME VIOLENCE INFLUENCES ON DATING AND AGGRESSION PRESENTED BY:
S E P T I N A F E R D I N A N DA N AU W ( 0 7 - 0 9 9 ) D E V I M E R I S A S I M A T U PA N G ( 0 7 - 1 2 4 ) AG R I AY U N A R I T O D I N G ( 0 7 - 1 3 1 ) A L N I D W I C A H YA N I ( 0 8 - 0 0 2 ) APRIMA VISGINT (08-005)

S U P E RV I S O R B Y:
D R . S A B A R . P. S I R E G A R , S P. K J

ABSTRACT
Various advocates and politicians have referred to violent video games in polemic terms Scholars too have been calling for higher quality research on this issue Results indicated that exposure to video game violence was not related to any of the negative outcomes

ABSTRACT INTRODUCTION METHODS RESULTS DISCUSSION CRITICAL APPRAISAL

INTRODUCTION

video game and other media violence 30% of societal violence

Digital poison
Violent video games Murder simulators

Killerspiele

Brown V EMA and Australian Government


Rinoskopi anterior Rinoskopi posterior Pemeriksaan penunjang: Extensive Longitudinal review of 1. Transiluminasi 2. Radiologi eksperimental
3. CT scan

Correlational Meta-analytic data

THE CURRENT STUDY

These studies have been rejected by every court to consider them, and with good reason.

METHODS

Laredo Youth Outcomes Project (Ferguson et al., 2009).

PARTICIPANTS

193 children and their families.


165 (85%) families agreed to participate.
- 50.3%.
- 40.7% Age range of 10-14 at T1 (M = 12.3)
T2 and T3 conducted by phone interviews.

PREDICTOR MATERIALS
With exceptions noted below, all materials used Likert-scale items and demonstrate psychometric properties suitable for use in multiple regression and path analyses. Dating violence was added as an outcome in T3 as participants had by then entered potential dating age (mean age 15,3).

2.2.1. VIDEO -GAME VIOLENCE QUESTIONNAIRE


Child participants were asked to list their 3 favorite video games and rate how often they play the game. Entertainment Software Ratings Board (ESRB) ratings were obtained for each game reported by the respondent, and ordinally coded (a maximal score of 6 for Adults Only, 5 for Mature, 4 for Teen, etc.).

2.2.2. NEGATIVE LIFE EVENTS


The Negative Life Events instrument is a commonly used and well-validated measure of youth behaviors in criminological research (NLE; Paternoster and Mazerolle, 1994) and includes the following scales used in this study as control variables: 1) Antisocial personality 2) Family attach

3) Delinquent peers

FAMILY VIOLENCE

Conflict Tactic Scale (CTS)


A measure of positive and negative behaviors occurring in marital or dating relationships.
Used here to assess conflict and aggression occurring between the primary caregiver, their spouse or romantic partners; consequently, obtaining a sense of the childs exposure to domestic violence.

DEPRESSION

Child Behavior Checklist Youth Self-Report

Indicated child depression

Depression was reassessed at T2 and T3, current depression is used in the regression equations describe below.

SERIOUS AGGRESION

CBCL and YSR

Mental health, youth and their primary caregivers

To indicate outcomes related to delinquency and aggressiveness.

DATING VIOLENCE

CTS
Dating Violence
Youth who reported having been in a dating relationship in the past six months at T3.

STATISTICAL ANALYSIS

Analyses of hierarchical multiple regression.

There is four step : 1. Pretest aggression. 2. NLE variables. 3. CTS psychological aggression and physical assault. 4. Video game violence.

This hierarchy was designed theoretically to extend from most proximal variables outward.

RESULTS

AGGRESSION SCORES
CBCL : 0-30 These scores indicate that some level of aggression was near uniform across youth only 2 (1.2%) youth reported no aggression

YSR : 0-21

CTS:1 -13

only 22 (13.3%) parents reported no aggression in their children

BIVARIATE CORRELATIONS

Male gender was consistently correlated with exposure to video game violence

No significant correlated
None of the periods of video game violence exposure were significantly correlated with parent or child related aggressiveness

video game violence exposure periods were significantly correlated with reduced dating violence at T3

correlated

significant

MULTIPLE REGRESSIONS

PATH ANALYSES

Standard time-lag path-analyses

were used to examine longitudinal trends for the relationship between video game violence exposure and later aggression.

The hypothesis that video games contribute to long-term aggression would be supported if T1 or T2 video game violence exposure were to predict T3 aggression, with T1 aggression controlled.
This model proved to be a poor fit to the data.

DISCUSSION

Reviews by and the Australian Government have concluded that past claims regarding the harmfulness of video game violence to minors is erroneous.

DISCUSSION the U.S. Supreme Court

Video game violence was not related to child or parent reported pathological aggression.

In bivariate correlations, video game violence use was related to reduced dating violence.

U N D E R S T A N D I N G F E A R S OV E R V I D E O G A M E S I N L I G H T O F M O R A L PA N I C T H E O RY
As societal and scholarly fears over video game violence appear to be ebbing, it may be important to understand past claims over the harmfulness of video games

in light of Moral Panic Theory

LIMITATIONS
Hispanic majority sample Not all possible risk and resilience factors for youth aggression could be considered in the current model The relatively few participants Dating relationships reduced the power of the dating violence regression.

FUTURE DIRECTIONS
New media such as social networking may take the place of video games as the next folk devil now that video game fears are subsiding. Recommend that experimenters seeking to examine the influence of social media and other new media take care to employ gold standard approaches.

CRITICAL APPRAISAL
Title: A Longitudinal Test of Video Game Violence Influences on Dating and Aggression: A 3-Year Longitudinal Study of

Adolescents
The title consisting 19 words of a journal title., and straight to the point of the theme of the journal. Stated in a simple relation of journal.

Abstract and introduction: The abstract had been providing with significant point that understandable. Consisting with all the necessary points. Introduction provided by the resources with minimal information just to keep the reader in the main loop.

CRITICAL APPRAISAL
Method :
A review of studies investigating video games violence

influence to dating and aggression, using longitudinal study.


Amount of the participant is few The criteria used to select articles for inclusion is appropriate.

Both the initial T2 and the T3 follow ups were conducted by phone interviews, so it make the data is not valid. From the methods that has been used there were possibility some important and relevant studies were missed.

Result:

No conclusion from this journal

The result however was not presented very well as it


mostly written in words and not presented in table to be easily read.

DIAGNOSIS
Male gender was consistently correlated with exposure to video game violence None of the periods of video game violence exposure were significantly correlated with parent or child related aggressiveness Video game violence is not influence on dating and aggression.

THERAPY PROGNOSIS

Você também pode gostar