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Violent media content and aggressiveness in adolescents: A negative feedback-loop model
Unformatted Document Text:  A negative feedback-loop model page 4 The present study, as detailed below, both uses exposure to violent media content as such among adolescents, and controls for selective exposure effects by modeling such effects analytically. Research on effects of use of violent content on interactive media such as video games and the Internet is considerably more recent and studies are fewer in number. Most of the few correlational studies that exist rarely distinguished between violent and non-violent video games (e.g., (Fling, et al., 1992; Lin & Lepper, 1987; Van Schie & Wiegman, 1997). The one study that did make such a distinction found a positive correlation between violent video game use and aggression (Anderson & Dill, 2000). The latter study also incorporated a rigorous experimental test that found evidence for short-term increases in aggressiveness as a result of violent video game use. It should be noted, however, that extant studies as reviewed by Anderson and Dill (2000) are fairly evenly split between studies that do and do not find statistically significant effects. Nonetheless, the potential for use of interactive violent content to influence aggression, as Anderson and Dill (2000) point out, is quite high, given that game players actually engage in aggressive activity in a fantasy context. Similarly, use of Internet sites that are violence-oriented may be of particular concern because they can provide social support for aggressive tendencies and interests (Slater, in press). Moreover, use of television is being displaced by use of interactive media among adolescents (Kayany & Yelsma, 2000), so the relationship of interactive media to aggressiveness among teens deserves close attention. The present study incorporates use of violent interactive media content in its measurement and analyses.

Authors: Slater, Michael., Swaim, Randall. and Anderson, Lori.
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A negative feedback-loop model page 4
The present study, as detailed below, both uses exposure to violent media content
as such among adolescents, and controls for selective exposure effects by modeling such
effects analytically.
Research on effects of use of violent content on interactive media such as video
games and the Internet is considerably more recent and studies are fewer in number.
Most of the few correlational studies that exist rarely distinguished between violent and
non-violent video games (e.g., (Fling, et al., 1992; Lin & Lepper, 1987; Van Schie &
Wiegman, 1997). The one study that did make such a distinction found a positive
correlation between violent video game use and aggression (Anderson & Dill, 2000).
The latter study also incorporated a rigorous experimental test that found evidence
for short-term increases in aggressiveness as a result of violent video game use. It should
be noted, however, that extant studies as reviewed by Anderson and Dill (2000) are fairly
evenly split between studies that do and do not find statistically significant effects.
Nonetheless, the potential for use of interactive violent content to influence
aggression, as Anderson and Dill (2000) point out, is quite high, given that game players
actually engage in aggressive activity in a fantasy context. Similarly, use of Internet sites
that are violence-oriented may be of particular concern because they can provide social
support for aggressive tendencies and interests (Slater, in press). Moreover, use of
television is being displaced by use of interactive media among adolescents (Kayany &
Yelsma, 2000), so the relationship of interactive media to aggressiveness among teens
deserves close attention. The present study incorporates use of violent interactive media
content in its measurement and analyses.


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