Media Managing Mood: A Look at the Possible Effects of Violent Media on Affect

BackgroundThe potential impact of violent media on children’s emotional well-being has been a source of controversy for several decades. To date evidence for a negative impact of violent media on emotional well-being has been mixed and increasingly connected to a “replication crisis” throughout psychological science.ObjectiveThe current study examines concurrent and prospective relationships between violent media use and symptoms of depression and anxiety in a sample of 536 mostly Hispanic youth (309 males, age range 10–14).MethodsYouth and parents were surveyed regarding social environment, media use and mental health. 302 youth responded to a 1-year follow-up.ResultsResults indicated that neither violent television use nor violent video game use predicted anxiety or depression concurrently or depression prospectively with this sample.ConclusionsThe impact of media violence use on child mood symptoms appears to be minimal. Further research may wish to focus on particular at-risk groups.

[1]  C. Anderson,et al.  Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: a meta-analytic review. , 2010, Psychological bulletin.

[2]  Marc N. Potenza,et al.  Video-Gaming Among High School Students: Health Correlates, Gender Differences, and Problematic Gaming , 2010, Pediatrics.

[3]  Travis C. Pratt,et al.  Assessing Macro-Level Predictors and Theories of Crime: A Meta-Analysis , 2005, Crime and Justice.

[4]  Hygiea Casiano,et al.  Media use and health outcomes in adolescents: findings from a nationally representative survey. , 2012, Journal of the Canadian Academy of Child and Adolescent Psychiatry = Journal de l'Academie canadienne de psychiatrie de l'enfant et de l'adolescent.

[5]  J. Savage,et al.  The Effects of Media Violence Exposure On Criminal Aggression , 2008 .

[6]  Diana Rieger,et al.  Appreciation in the face of death: : Meaningful films buffer against death-related anxiety , 2015 .

[7]  Raymond W. Preiss,et al.  Mass Media Effects Research , 2006 .

[8]  J. Bryant,et al.  Playing video games: Motives, responses, and consequences. , 2012 .

[9]  Cheryl K. Olson,et al.  Grand Theft Childhood: The Surprising Truth About Violent Video Games and What Parents Can Do , 2008 .

[10]  Jennifer M. Ossege Violent Video Games and Aggression , 2003 .

[11]  A. Eslami,et al.  The relationship between computer games and quality of life in adolescents , 2013, Journal of education and health promotion.

[12]  Christopher J. Ferguson,et al.  Aggression in the Laboratory: Problems with the Validity of the Modified Taylor Competitive Reaction Time Test as a Measure of Aggression in Media Violence Studies , 2008 .

[13]  Lena Frischlich,et al.  Eating ghosts: The underlying mechanisms of mood repair via interactive and noninteractive media. , 2015 .

[14]  D. Singer,et al.  Handbook of Children and the Media , 2000 .

[15]  T. Keith Multiple Regression and Beyond , 2005, Principles & Methods of Statistical Analysis.

[16]  Johannes Breuer,et al.  Violent video games and physical aggression: Evidence for a selection effect among adolescents. , 2015 .

[17]  Rebecca A. Graham,et al.  Is TV Traumatic for All Youths? The Role of Preexisting Posttraumatic-Stress Symptoms in the Link Between Disaster Coverage and Stress , 2012, Psychological science.

[18]  John L. Sherry,et al.  Narrative and interactivity in computer games , 2006 .

[19]  C. Ferguson Do Angry Birds Make for Angry Children? A Meta-Analysis of Video Game Influences on Children’s and Adolescents’ Aggression, Mental Health, Prosocial Behavior, and Academic Performance , 2015, Perspectives on psychological science : a journal of the Association for Psychological Science.

[20]  Hamid Allahverdipour,et al.  Correlates of video games playing among adolescents in an Islamic country , 2010, BMC public health.

[21]  D. Olweus,et al.  Revised Olweus Bully/Victim Questionnaire , 2012 .

[22]  D. Singer,et al.  Handbook of children and the media, 2nd ed. , 2012 .

[23]  K. Gordon THE INTERPERSONAL-PSYCHOLOGICAL THEORY OF SUICIDE AND EXPOSURE TO VIDEO GAME VIOLENCE , 2014 .

[24]  J. Rouder,et al.  Default Bayes Factors for Model Selection in Regression , 2012, Multivariate behavioral research.

[25]  L. R. Huesmann,et al.  Twenty-Five Years of Research on Violence in Digital Games and Aggression Revisited , 2014 .

[26]  Christine M. McWayne,et al.  A Variable- and Person-Oriented Investigation of Preschool Competencies and Head Start Children's Transition to Kindergarten and First Grade , 2009 .

[27]  J. Vogelgesang,et al.  Preference for Violent Electronic Games and Aggressive Behavior among Children: The Beginning of the Downward Spiral? , 2011 .

[28]  Andrew K. Przybylski Electronic Gaming and Psychosocial Adjustment , 2014, Pediatrics.

[29]  T. Achenbach Manual for ASEBA School-Age Forms & Profiles , 2001 .

[30]  Robert D. Smither,et al.  Predicting Violence: A Cross-National Study of United States and Mexican Young Adults , 2013 .

[31]  R. Wright,et al.  The Effects of Media Violence on Anxiety in Late Adolescence , 2014, Journal of youth and adolescence.

[32]  C. Ferguson,et al.  Video Games and Youth Violence: A Prospective Analysis in Adolescents , 2011, Journal of youth and adolescence.

[33]  Haejung Paik,et al.  The Effects of Television Violence on Antisocial Behavior: A Meta-Analysis1 , 1994 .

[34]  Christopher J. Ferguson,et al.  Is Reading "Banned" Books Associated With Behavior Problems in Young Readers? The Influence of Controversial Young Adult Books on the Psychological Well-Being of Adolescents , 2014 .

[35]  Paul Mazerolle,et al.  General Strain Theory and Delinquency: A Replication and Extension , 1994 .

[36]  Lee Baer,et al.  M-Rated Video Games and Aggressive or Problem Behavior Among Young Adolescents , 2009 .