Aggressive Video Games: Effects on Mental Health and Behaviors in Young People

Aggressive video games are not a risk factor for mental health problems, according to a new study of more than 3,000 youth. This study is part of a special issue on the effects of violent video games published in the peer-reviewed journalCyberpsychology, Behavior, and Social Networking.Click hereto read the issue now.

Christopher Ferguson, PhD, Stetson University, andC.K. John Wang, PhD, Nanyang Technological University,examinedwhether early exposure to aggressive games was predictive of anxiety depression, somatic symptoms, or attention deficit hyperactivity disorder 2 years later.

In an editorial entitled, “Effects of Violent Video Games: 50 Years On, Where Are We Now?” Guest Editors of the special issue,Simon Goodson, PhDandKirstie Turner, PhD, University of Huddersfield, state: “The aim of this special issue is to present empirical findings based upon meticulous research in order to provide a more informed resource for the debate of the effects of playing violent video games.”

Manuel Ibáñez, PhD, Universitat Jaume I, and coauthorsexaminedthe role of violent video game exposure, personality, and deviant peers in aggressive behaviors among adolescents. They found that aggressive behavior was predicted by having deviant peers and specific personality traits, especially low agreeableness. Violent video game exposure had no long-term effects on aggressive behaviors.

“Video games have been criticized from the moment they came into beingand, like with most other new technologies, we’ve discovered there are benefits as well as shortcomings to consider. My hope is that by publishing this special issue, highlighting cutting-edge research with objective data, we may come to better understand both the promise and peril of videogames,” says Editor-in-ChiefBrenda K. Wiederhold, PhD, MBA, BCB, BCN, Interactive Media Institute, San Diego, California and Virtual Reality Medical Institute, Brussels, Belgium.

Full bibliographic information


Article reference Effects of Violent Video Games: 50 Years on, Where are we now?

To cite this article:

Simon Goodson and Kirstie J. Turner. Cyberpsychology, Behavior, and Social Networking .Jan 2021.3-4.http://doi.org/10.1089/cyber.2020.29205.vvg
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