title: [Violent video games and aggression: long-term impact and selection effects].
abstract: This study applied social-cognitive models of aggression in order to examine relations between video game use and aggressive tendencies and biases in social information processing. To this end, 499 secondary school students (aged 12-16) completed a survey on two occasions one year apart. Hierarchical regression analysis probed media effects and selection effects and included relevant contextual variables (parental monitoring of media consumption, impulsivity, and victimization). Results revealed that it was not the consumption of violent video games but rather an uncontrolled pattern of video game use that was associated with increasing aggressive tendencies. This increase was partly mediated by a hostile attribution bias in social information processing. The influence of aggressive tendencies on later video game consumption was also examined (selection path). Adolescents with aggressive traits intensified their video game behavior only in terms of their uncontrolled video game use. This was found even after controlling for sensation seeking and parental media control.
authors.affiliation: Institut für Psychologie der Christian-Albrechts-Universität zu Kiel. staude-mueller@psychologie.uni-kiel.de
authors.forename: Frithjof
authors.initials: F
authors.lastname: Staude-Müller
mesh_terms: D000293:Adolescent; D000374:Aggression / Q000523:psychology*; D002648:Child; D019548:Crime Victims / Q000523:psychology; D056348:Emotional Intelligence; D005106:Exploratory Behavior; D005260:Female; D006791:Hostility; D006801:Humans; D007175:Impulsive Behavior / Q000523:psychology; D008137:Longitudinal Studies; D008297:Male; D016487:Parenting / Q000523:psychology; D010553:Personality Development; D012307:Risk Factors; D012951:Socialization; D018910:Video Games / Q000523:psychology*; D014754:Violence / Q000523:psychology*