The current study used fixed-effects and random-effects meta-analyses to test fouradditional potential moderators of the relation between exposure to media violence andaggression. First, fourteen relevant studies meeting Anderson et al.?s (2010) bestpractices criteria were coded for characteristics related to the violent and non-violent(control) video games and for study authorship. Next, the program Comprehensive Metaanalysiswas used to conduct a fixed-effects meta-analysis in order to examine thevariability between the studies within the sample. Then, potential moderating effectswere tested via random-effects analyses.Consistent with previous research, an average effect of r+ = .26 was found for therelation between violent video game play and aggression. The realism of the violent andnon-violent video games, competitiveness of the non-violent video game, and authorshipwere tested for moderating effects. Although, violent video game realism was not foundto be a significant moderator Q(1) = 1.45, p > .05, the unrealistic subgroup of studiesproduced a significant average effect, r+ = .33, p < .05, whereas the realistic subgroupdid not, r+ = .18, p > .05. Non-Violent video game realism, non-violent video gamecompetitiveness, and Craig Anderson as author did not moderate the relation, Q = .08, p= .776; Q = .01, p = .91; and Q = .30, p = .58, respectively. Future research shouldevaluate whether violent video game realism moderates the relation between playingviolent video games and aggression using a more definitive methodology.
【 预 览 】
附件列表
Files
Size
Format
View
VIDEO GAME VIOLENCE AND BEHAVIORAL AGGRESSION: A META-ANALYTICAL EXAMINATION OF POTENTIAL MODERATORS