![]() The CM model suggested that exposure to violent video games is not an antecedent variable of aggressive behavior, but only acts as a catalyst influencing its form ( Ferguson et al., 2008). This means that although the environment does not cause violent behavior, but it can moderate the causal influence of biology on violence. Environmental factors act as catalysts for violent acts for an individual who have a violence-prone personality. Individuals who have an aggressive temperament or an aggressive personality are more likely to produce violent behavior during times of environmental strain. According to this model, genetic predisposition can lead to an aggressive child temperament and aggressive adult personality. proposed a Catalyst Model (CM), which is opposite to the GAM. A meta-analysis by Ferguson (2007) found that after publication bias adjustment, the related studies cannot support the hypothesis that violent video games are highly correlated with aggression. Publication bias means that compared with articles with negative results, those presenting positive results (such as statistical significance) are more likely to be published ( Rosenthal and Rosnow, 1991). Meanwhile, Ferguson (2007) proposed that publication bias (or file drawer effect) may have implications in the effect of violent video games on adolescent aggression. For example, a meta-analysis by Sherry (2001) suggested that violent video games have minor influence on adolescent aggression. insisted on using the GAM to explain the effect of violent video games on aggression, other researchers have proposed alternative points of view. Related longitudinal studies ( Anderson et al., 2008), meta-analyses ( Anderson et al., 2010 Greitemeyer and Mugge, 2014), event-related potential studies ( Bailey et al., 2011 Liu et al., 2015), and trials about juvenile delinquents ( DeLisi et al., 2013) showed that exposure to violent video games significantly predicts adolescent aggression.Īlthough Anderson et al. ![]() suggested that violent video games constitute an antecedent variable of aggressive behavior, i.e., the degree of exposure to violent video games directly leads to an increase of aggression ( Anderson and Bushman, 2001 Bushman and Anderson, 2002 Anderson, 2004 Anderson et al., 2004). Based on the General Aggression Model (GAM), Anderson et al. The relationship between violent video games and adolescent aggression has become a hot issue in psychological research ( Wiegman and Schie, 1998 Anderson and Bushman, 2001 Anderson et al., 2010 Ferguson et al., 2012 Greitemeyer, 2014 Yang et al., 2014 Boxer et al., 2015). Introduction Violent Video Games and Aggression This moderated mediation model includes some notions of General Aggression Model (GAM) and Catalyst Model (CM), which helps shed light on the complex mechanism of violent video games influencing adolescent aggression. For individuals with a good family environment, exposure to violent video games had only a direct effect on aggression however, for those with poor family environment, it had both direct and indirect effects mediated by normative beliefs about aggression. ![]() The results showed that there was a significant positive correlation between exposure to violent video games and adolescent aggression normative beliefs about aggression had a mediation effect on exposure to violent video games and adolescent aggression, while family environment moderated the first part of the mediation process. To assess the moderated mediation effect of normative beliefs about aggression and family environment on exposure to violent video games and adolescent aggression, the subjects self-reported their exposure to violent video games, family environment, normative beliefs about aggression, and aggressive behavior. 2The Lab of Mental Health and Social Adaptation, Faculty of Psychology, Research Center for Mental Health Education, Southwest University, Chongqing, China.1Research Institute of Moral Education, College of Psychology, Nanjing Normal University, Nanjing, China.
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