Cross-sectional associations between violent video and computer game playing and weapon carrying in a national cohort of children

Michele L. Ybarra, L. Rowell Huesmann, Josephine D Korchmaros, Sari L. Reisner

Research output: Contribution to journalArticle

7 Citations (Scopus)

Abstract

Data were collected from 9 to 18 year olds surveyed nationally in a three-wave longitudinal survey. The population-average (generalized estimating equation, GEE) odds of carrying a weapon to school in the last month were estimated as a function of past-year exposure to violent content in video, computer, and Internet games, as well as peer aggression and biological sex. The sample included youth who were at risk for both the exposure (i.e., game play) and the outcome (i.e., who attended public or private school). 3,397 observations from 1,489 youth were included in analyses. 1.4% of youth reported carrying a weapon to school in the last month and 69% reported that at least some of the games they played depicted violence. After adjusting for other potentially influential characteristics (e.g., aggressive behavior), playing at least some violent games in the past year was associated with a fourfold increase in odds of also reporting carrying a weapon to school in the last month. Although youth who reported frequent and intense peer victimization in the past year were more likely to report carrying a weapon to school in the last month, this relation was explained by other influential characteristics. Consistent with the predictions of social-cognitive, observational learning theory, this study supports the hypothesis that carrying weapons to school is associated with violent game play. As one of the first studies of its kind, findings should be interpreted cautiously and need to be replicated.

Original languageEnglish (US)
Pages (from-to)345-358
Number of pages14
JournalAggressive Behavior
Volume40
Issue number4
DOIs
StatePublished - 2014
Externally publishedYes

Fingerprint

Video Games
Weapons
Crime Victims
Aggression
Violence
Internet
Longitudinal Studies
Cohort
Computer Games
Learning
Population

Keywords

  • adolescence
  • schools
  • video games
  • weapons
  • youth violence

ASJC Scopus subject areas

  • Medicine(all)

Cite this

Cross-sectional associations between violent video and computer game playing and weapon carrying in a national cohort of children. / Ybarra, Michele L.; Huesmann, L. Rowell; Korchmaros, Josephine D; Reisner, Sari L.

In: Aggressive Behavior, Vol. 40, No. 4, 2014, p. 345-358.

Research output: Contribution to journalArticle

@article{43ff5a897e82450ab1e2860d76b16218,
title = "Cross-sectional associations between violent video and computer game playing and weapon carrying in a national cohort of children",
abstract = "Data were collected from 9 to 18 year olds surveyed nationally in a three-wave longitudinal survey. The population-average (generalized estimating equation, GEE) odds of carrying a weapon to school in the last month were estimated as a function of past-year exposure to violent content in video, computer, and Internet games, as well as peer aggression and biological sex. The sample included youth who were at risk for both the exposure (i.e., game play) and the outcome (i.e., who attended public or private school). 3,397 observations from 1,489 youth were included in analyses. 1.4{\%} of youth reported carrying a weapon to school in the last month and 69{\%} reported that at least some of the games they played depicted violence. After adjusting for other potentially influential characteristics (e.g., aggressive behavior), playing at least some violent games in the past year was associated with a fourfold increase in odds of also reporting carrying a weapon to school in the last month. Although youth who reported frequent and intense peer victimization in the past year were more likely to report carrying a weapon to school in the last month, this relation was explained by other influential characteristics. Consistent with the predictions of social-cognitive, observational learning theory, this study supports the hypothesis that carrying weapons to school is associated with violent game play. As one of the first studies of its kind, findings should be interpreted cautiously and need to be replicated.",
keywords = "adolescence, schools, video games, weapons, youth violence",
author = "Ybarra, {Michele L.} and Huesmann, {L. Rowell} and Korchmaros, {Josephine D} and Reisner, {Sari L.}",
year = "2014",
doi = "10.1002/ab.21526",
language = "English (US)",
volume = "40",
pages = "345--358",
journal = "Aggressive Behavior",
issn = "0096-140X",
publisher = "Wiley-Liss Inc.",
number = "4",

}

TY - JOUR

T1 - Cross-sectional associations between violent video and computer game playing and weapon carrying in a national cohort of children

AU - Ybarra, Michele L.

AU - Huesmann, L. Rowell

AU - Korchmaros, Josephine D

AU - Reisner, Sari L.

PY - 2014

Y1 - 2014

N2 - Data were collected from 9 to 18 year olds surveyed nationally in a three-wave longitudinal survey. The population-average (generalized estimating equation, GEE) odds of carrying a weapon to school in the last month were estimated as a function of past-year exposure to violent content in video, computer, and Internet games, as well as peer aggression and biological sex. The sample included youth who were at risk for both the exposure (i.e., game play) and the outcome (i.e., who attended public or private school). 3,397 observations from 1,489 youth were included in analyses. 1.4% of youth reported carrying a weapon to school in the last month and 69% reported that at least some of the games they played depicted violence. After adjusting for other potentially influential characteristics (e.g., aggressive behavior), playing at least some violent games in the past year was associated with a fourfold increase in odds of also reporting carrying a weapon to school in the last month. Although youth who reported frequent and intense peer victimization in the past year were more likely to report carrying a weapon to school in the last month, this relation was explained by other influential characteristics. Consistent with the predictions of social-cognitive, observational learning theory, this study supports the hypothesis that carrying weapons to school is associated with violent game play. As one of the first studies of its kind, findings should be interpreted cautiously and need to be replicated.

AB - Data were collected from 9 to 18 year olds surveyed nationally in a three-wave longitudinal survey. The population-average (generalized estimating equation, GEE) odds of carrying a weapon to school in the last month were estimated as a function of past-year exposure to violent content in video, computer, and Internet games, as well as peer aggression and biological sex. The sample included youth who were at risk for both the exposure (i.e., game play) and the outcome (i.e., who attended public or private school). 3,397 observations from 1,489 youth were included in analyses. 1.4% of youth reported carrying a weapon to school in the last month and 69% reported that at least some of the games they played depicted violence. After adjusting for other potentially influential characteristics (e.g., aggressive behavior), playing at least some violent games in the past year was associated with a fourfold increase in odds of also reporting carrying a weapon to school in the last month. Although youth who reported frequent and intense peer victimization in the past year were more likely to report carrying a weapon to school in the last month, this relation was explained by other influential characteristics. Consistent with the predictions of social-cognitive, observational learning theory, this study supports the hypothesis that carrying weapons to school is associated with violent game play. As one of the first studies of its kind, findings should be interpreted cautiously and need to be replicated.

KW - adolescence

KW - schools

KW - video games

KW - weapons

KW - youth violence

UR - http://www.scopus.com/inward/record.url?scp=84922650464&partnerID=8YFLogxK

UR - http://www.scopus.com/inward/citedby.url?scp=84922650464&partnerID=8YFLogxK

U2 - 10.1002/ab.21526

DO - 10.1002/ab.21526

M3 - Article

VL - 40

SP - 345

EP - 358

JO - Aggressive Behavior

JF - Aggressive Behavior

SN - 0096-140X

IS - 4

ER -