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Paper 04

“Literature review on the impact of playing violent video games on aggression”

Lunes, 11 de febrero de 2019

La siguiente información se obtuvo de:

Australian Government (2010). Literature review on the impact of playing violent video games on aggression. Commonwealth of Australia 2010, 1-50.

Fuente online: https://www.apadivisions.org/division-46/resources/articles/video-games.pdf?_ga=2.263716239.207009364.1548360073-741434738.1548360073

 

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El Departamento General de Abogados realizó una revisión literaria sobre el impacto de jugar videojuegos violentos en la agresión. Solo en la introducción de su revisión, declaran que los estudios realizados para averiguar el impacto de los videojuegos violentos son inconclusos, puesto que existen resultados variados y no se ha podido llegar a un resultado específico y/o definitivo.

 

(Pag. 5, Párrafo 1) “Research into violent video games (VVGs) [...] effects [...] on aggression is contested and inconclusive.”

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Dentro de esta revisión, se menciona un estudio realizado en 2008 a 1595  jóvenes entre 9 y 18 años, con participantes de Estados Unidos y Japón, donde se encontró una fuerte relevancia en el comportamiento agresivo a largo plazo de los participantes y su relación con los videojuegos.

 

(Pag. 25, Párrafo 2) “Another 2008 study found much stronger results. It involved three independent samples and 1595 participants ranging from 9 to 18 years old. Participants came from both the United States and Japan. The measurements were separated by three to six months. A significant effect was found between VVG exposure at Time 1 and aggressive behaviour at Time 2 (r = 0.28, moderate). This study provides strong evidence for a long-term effect, unlike other longitudinal studies.”

 

Se hace mención a otro estudio a niños entre 7 y 11 años durante su año escolar. Se encontró que la exposición a videojuegos violentos tendían a resultar en mayores niveles de comportamiento agresivo y menores niveles de actitudes pro-sociales.

 

(Pag. 24, Párrafo 4) “430 students ranging from 7-11 years old were surveyed at two points during the school year. There was an average of five months between the two measurements, a relatively short period for a longitudinal study. It was found that VVG exposure at Time 1 tended to lead to higher levels of aggressive behaviour and lower levels of prosocial behaviour at Time 2. The reverse was also true”

 

Sin embargo, se menciona que a pesar de que se han realizado varios estudios con una metodología similar, los resultados siguen siendo mixtos e inconclusos. Cuando se toman en cuenta factores como el género y condiciones preexistentes de agresión para realizar las pruebas, los efectos de los videojuegos violentos tienden a desaparecer.

 

(Pag. 25, Párrafo 4) “Despite a number of longitudinal studies being published by causationist scholars in recent years, the findings of long-term effects remain mixed and inconclusive. When gender and pre-existing aggression effects are controlled, VVG effects tend to disappear.”

 

Un estudio australiano del 2007 a personas con condiciones preexistentes de agresión o estados emocionales turbios no encontró que la exposición a los videojuegos tenga algún enlace con emociones agresivas. Se registraron las emociones de los participantes y se descubrió que aquellos que se encontraban enojados antes de jugar, disminuyeron su agresividad. Así mismo, se descubrió que aquellos que tendían a una personalidad más agresiva, experimentaban comportamientos agresivos después de jugar.

 

(Pag. 26, Párrafo 2) “A 2007 Australian study hypothesized that any short-term VVG effect on aggression would be mediated by the participant’s aggressive personality traits and their aggressive emotions before playing the game.101 The study was designed so that the 107 adolescent participants’ angry emotions would be measured before, during and after violent game play. The study found those participants who had non-aggressive personalities tended to experience no change in aggressive emotions. Aggressive participants who were not angry before game play tended to experience an increase in anger, and those who were angry prior to playing tended to experience a decrease in anger. Overall, VVG exposure was not linked with aggressive emotions.”

 

Algunos investigadores proponen que las variables externas, como personalidades agresivas, pueden llevar a subestimar los efectos negativos de los videojuegos. A su vez, muchos investigadores aceptan que pueden existir efectos positivos en los videojuegos violentos, pero no ha habido suficientes investigaciones en esta área.

 

(Pag. 28, Párrafo 4) “Causationist researchers have responded to criticisms by stating that third variables such as aggressive personality traits can themselves be ‘conceptualised as additional outcomes of high exposure to violent video games’ and that accounting for them may lead to underestimates of the effects of VVGs.”

 

(Pag. 38, Párrafo 2) “Researchers agree that video games can have significant positive effects. However, the role of violent content in those positive effects is controversial and under-researched.”

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