An Oxford study reveals no connection between violent video games and adolescent aggression



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"Despite interest in the subject of parents and decision-makers, research has not shown that there is cause for concern. "

– Andrew Przybylski, director of research and principal investigator at Oxford Internet Institute, details the results of the study.

Researchers at the Oxford Internet Institute at Oxford University have published the results of a study on the relationship between aggressive behavior in adolescents and violent video games, concluding that, in short, no link existed. .

The subject of the study is by no means a new subject, but Oxford researchers say that their case presents some notable differences from previous studies which, according to the University, make it "one of the most decisive to date ".

The document, which can be viewed in its entirety on Royal Society Open Science, collected data from a representative sample of 14- and 15-year-old Britons and their custodians, for a total of 2,008 participants. Both parties answered a series of questions provided by the researchers, with teenage girls answering a questionnaire about their personalities and video game habits, while the guards answered the Strengths and Difficulties Questionnaire. Games were also ranked based on PAL or ESRB ratings, rather than content descriptions defined by participants.

"After a pre-recorded analysis plan, several regression analyzes have tested the hypothesis that recent violent gambling is linearly and positively related to assessments of aggressive behavior by caregivers," it says. the document. "The results did not corroborate this prediction, nor did the idea that the relationship between these factors obeyed a nonlinear parabolic function." There was no evidence of a critical point determining the link between the involvement of violent play and aggressive behavior. "

The researchers also noted that, unlike other studies on the subject, they had chosen to publicly pre-record their hypotheses, methods, and analytical techniques before embarking on the research itself to prevent Personal prejudices play a role in the results.

"Our results suggest that researchers may have been influenced by previous biases and distorted our understanding of the effects of video games," co-author Netta Weinstein told Oxford.

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