Published online October 31, 2008
PEDIATRICS Vol. 122 No. 5 November 2008, pp. e1067-e1072 (doi:10.1542/peds.2008-1425)
This Article
Right arrow Full Text
Right arrow Full Text (PDF)
Right arrow View responses
Right arrow Alert me when this article is cited
Right arrow Alert me when eLetters are posted
Right arrow Alert me if a correction is posted
Services
Right arrow E-mail this article to a friend
Right arrow Similar articles in this journal
Right arrow Similar articles in PubMed
Right arrow Alert me to new issues of the journal
Right arrow Add to My File Cabinet
Right arrow Download to citation manager
Right arrowRequest Permissions
Citing Articles
Right arrow Citing Articles via HighWire
Right arrow Citing Articles via CrossRef
Right arrow Citing Articles via Google Scholar
Google Scholar
Right arrow Articles by Anderson, C. A.
Right arrow Articles by Kobayashi, K.
Right arrow Search for Related Content
PubMed
Right arrow PubMed Citation
Right arrow Articles by Anderson, C. A.
Right arrow Articles by Kobayashi, K.
Related Collections
Right arrow Office Practice
Social Bookmarking
 Add to CiteULike   Add to Connotea   Add to Del.icio.us   Add to Digg   Add to Facebook   Add to Reddit   Add to Technorati   Add to Twitter  
What's this?

ARTICLE

Longitudinal Effects of Violent Video Games on Aggression in Japan and the United States

Craig A. Anderson, PhDa, Akira Sakamoto, PhDb, Douglas A. Gentile, PhDa,c, Nobuko Ihori, MAb, Akiko Shibuya, MAd, Shintaro Yukawa, PhDe, Mayumi Naito, PhDf and Kumiko Kobayashi, MAb

a Center for the Study of Violence, Department of Psychology, Iowa State University, Ames, Iowa
b Graduate School of the Humanities and Sciences, Ochanomizu University, Tokyo, Japan
c National Institute on Media and the Family, Minneapolis, Minnesota
d Institute for Media and Communications Research, Keio University, Tokyo, Japan
e Graduate School of Comprehensive Human Sciences, University of Tsukuba, Tsukuba, Japan
f Faculty of Economics, Takasaki City University of Economics, Takasaki, Japan

CONTEXT. Youth worldwide play violent video games many hours per week. Previous research suggests that such exposure can increase physical aggression.

OBJECTIVE. We tested whether high exposure to violent video games increases physical aggression over time in both high- (United States) and low- (Japan) violence cultures. We hypothesized that the amount of exposure to violent video games early in a school year would predict changes in physical aggressiveness assessed later in the school year, even after statistically controlling for gender and previous physical aggressiveness.

DESIGN. In 3 independent samples, participants’ video game habits and physically aggressive behavior tendencies were assessed at 2 points in time, separated by 3 to 6 months.

PARTICIPANTS. One sample consisted of 181 Japanese junior high students ranging in age from 12 to 15 years. A second Japanese sample consisted of 1050 students ranging in age from 13 to 18 years. The third sample consisted of 364 United States 3rd-, 4th-, and 5th-graders ranging in age from 9 to 12 years.

RESULTS. Habitual violent video game play early in the school year predicted later aggression, even after controlling for gender and previous aggressiveness in each sample. Those who played a lot of violent video games became relatively more physically aggressive. Multisample structure equation modeling revealed that this longitudinal effect was of a similar magnitude in the United States and Japan for similar-aged youth and was smaller (but still significant) in the sample that included older youth.

CONCLUSIONS. These longitudinal results confirm earlier experimental and cross-sectional studies that had suggested that playing violent video games is a significant risk factor for later physically aggressive behavior and that this violent video game effect on youth generalizes across very different cultures. As a whole, the research strongly suggests reducing the exposure of youth to this risk factor.


Key Words: aggression • longitudinal study • media impact • video games • youth violence

Abbreviations: HVGV—habitual video game violence exposure


Accepted Jul 3, 2008.


Add to CiteULike CiteULike   Add to Connotea Connotea   Add to Del.icio.us Del.icio.us   Add to Digg Digg   Add to Facebook Facebook   Add to Reddit Reddit   Add to Technorati Technorati   Add to Twitter Twitter    What's this?


This article has been cited by other articles:


Home page
Simulation GamingHome page
C. P. Barlett, C. A. Anderson, and E. L. Swing
Video Game Effects--Confirmed, Suspected, and Speculative: A Review of the Evidence
Simulation Gaming, June 1, 2009; 40(3): 377 - 403.
[Abstract] [PDF]


Home page
Pers Soc Psychol BullHome page
D. A. Gentile, C. A. Anderson, S. Yukawa, N. Ihori, M. Saleem, Lim Kam Ming, A. Shibuya, A. K. Liau, A. Khoo, B. J. Bushman, et al.
The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence From Correlational, Longitudinal, and Experimental Studies
Pers Soc Psychol Bull, June 1, 2009; 35(6): 752 - 763.
[Abstract] [PDF]

eLetters:

Read all eLetters

Weak Results, Misleading Conclusions
Christopher J Ferguson
Pediatrics Online, 1 Nov 2008 [Full text]
Why?
Michael C Sangirino
Pediatrics Online, 3 Nov 2008 [Full text]
Not an indictment on games.
Paul E Schwanz
Pediatrics Online, 5 Nov 2008 [Full text]
Let's Appreciate Good Research When We See It
Dr. Vic Strasburger
Pediatrics Online, 28 Nov 2008 [Full text]
Response to Anderson et al Longitudinal Effects of Violent Video Games on Aggression in Japan and
Dorothy Singer, et al.
Pediatrics Online, 6 Dec 2008 [Full text]
ideology versus methodology
Karen E. Dill
Pediatrics Online, 9 Dec 2008 [Full text]