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Cross-sectional associations between violent video and computer game playing and weapon carrying in a national cohort of children.
Aggress Behav. 2014 Jul-Aug; 40(4):345-58.AB

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.

Authors+Show Affiliations

Center for Innovative Public Health Research, San Clemente, California.No affiliation info availableNo affiliation info availableNo affiliation info available

Pub Type(s)

Journal Article
Research Support, U.S. Gov't, P.H.S.

Language

eng

PubMed ID

24464267

Citation

Ybarra, Michele L., et al. "Cross-sectional Associations Between Violent Video and Computer Game Playing and Weapon Carrying in a National Cohort of Children." Aggressive Behavior, vol. 40, no. 4, 2014, pp. 345-58.
Ybarra ML, Huesmann LR, Korchmaros JD, et al. Cross-sectional associations between violent video and computer game playing and weapon carrying in a national cohort of children. Aggress Behav. 2014;40(4):345-58.
Ybarra, M. L., Huesmann, L. R., Korchmaros, J. D., & Reisner, S. L. (2014). Cross-sectional associations between violent video and computer game playing and weapon carrying in a national cohort of children. Aggressive Behavior, 40(4), 345-58. https://doi.org/10.1002/ab.21526
Ybarra ML, et al. Cross-sectional Associations Between Violent Video and Computer Game Playing and Weapon Carrying in a National Cohort of Children. Aggress Behav. 2014 Jul-Aug;40(4):345-58. PubMed PMID: 24464267.
* Article titles in AMA citation format should be in sentence-case
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, Y1 - 2014/01/24/ PY - 2013/04/04/received PY - 2013/12/03/accepted PY - 2014/1/28/entrez PY - 2014/1/28/pubmed PY - 2015/2/5/medline KW - adolescence KW - schools KW - video games KW - weapons KW - youth violence SP - 345 EP - 58 JF - Aggressive behavior JO - Aggress Behav VL - 40 IS - 4 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. SN - 1098-2337 UR - https://www.unboundmedicine.com/medline/citation/24464267/Cross_sectional_associations_between_violent_video_and_computer_game_playing_and_weapon_carrying_in_a_national_cohort_of_children_ L2 - https://doi.org/10.1002/ab.21526 DB - PRIME DP - Unbound Medicine ER -