STATISTICAL STUDY OF VIDEO GAME EFFECTS ON CHILDREN'S
Abstract
Objective Video game violence has become a highly politicized issue for scientists and the general public. There is continuing concern that playing violent video games may increase the risk of aggression in players. Less often discussed is the possibility that playing violent video games may promote certain positive developments, particularly related to visuospatial cognition. The objective of the current article was to conduct a meta- analytic review of studies that examine the impact of violent video games on both aggressive behaviour and visuospatial cognition in order to understand the full impact of such games. Methods A detailed literature search was used to identify peer-reviewed articles addressing violent video game effects. Effect sizes 'r' (a common measure of effect size based on the co relational coefficient) were calculated for all included studies. Effect sizes were adjusted for observed publication bias. Results indicated that publication bias was a problem for studies of both aggressive behaviour and visuospatial cognition. Once corrected for publication bias, studies of video game violence provided no support for the hypothesis that violent video game playing is associated with higher aggression. However playing violent video games remained related to higher visuospatial cognition (rx = 0.36). Conclusions Results from the current analysis did not support the conclusion that violent video game playing leads to aggressive behaviour. However, violent video game playing was associated with higher visuospatial cognition. It may be advisable to reframe the violent video game debate in reference to potential costs and benefits of
this medium.
Keywords: Video games, Aggression, Cognition, Visual perception.
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