Introduction Previous research reveals that screen media exposure is positively associated with attention problems and impulsivity.Methods Three cross-sectional correlational studies examined the extent to which fast-paced versus violent media exposure are associated with attention-related problems in college students. Multiverse data analyses tested the robustness of results. Fast-paced and violent media effects were examined separately and uniquely using SEM.Results A Pilot study (N = 233) found weak but significant zero-order correlations of both fast-paced and violent media exposure on self-control. However, the main SEM results were not significant, although in the expected direction, perhaps because of single-item assessments of media pacing and violence. Main Studies 1 (N = 438) and 2 (N = 456) found that exposure to fast-paced media was positively associated with ADHD-symptoms; this effect was reduced when media violence was added to the model. Both studies also found that greater exposure to violent content was uniquely and positively associated with impulsivity.Discussion Overall, findings suggest that fast-paced and violent media yield small but reliable effects that may play an important role in attention-related problems in young adults. Future research should continue to investigate the relationships between media use on attention-related problems, especially longitudinal studies to test direction of causality.
First person shooter or action video games represent one of the most popular genres within the gaming industry. Studies reveal that action gaming experience leads to enhancements of visuo-spatial processing. In contrast, some correlational evidence reveals that experience with action video games may be associated with reduced proactive cognitive control. The two primary goals of the current study were to test the causal nature of the effect of action gaming on proactive cognitive control and to examine whether an increase in visuo-spatial processing and a decrease in proactive cognitive control arise from the same amount of experience playing an action video game. Participants completed tasks measuring visuo-spatial processing and cognitive control before and after 10 practice sessions involving one of three video games or were assigned to a no gaming experience control group. The data revealed the typical increase in visuo-spatial processing and a decrease in proactive, but not reactive, cognitive control following action game training. The sizes of these two training effects were similar in magnitude, but interpretation of the effects was constrained by baseline differences between the four groups of subjects. The possibility of a causal effect of action gaming on proactive cognitive control is interesting within the context of correlational evidence linking greater action gaming experience to reduced cognitive control, poor decision making, and increased impulsivity.
Cultural generality versus specificity of media violence effects on aggression was examined in seven countries (Australia, China, Croatia, Germany, Japan, Romania, the United States). Participants reported aggressive behaviors, media use habits, and several other known risk and protective factors for aggression. Across nations, exposure to violent screen media was positively associated with aggression. This effect was partially mediated by aggressive cognitions and empathy. The media violence effect on aggression remained significant even after statistically controlling a number of relevant risk and protective factors (e.g., abusive parenting, peer delinquency), and was similar in magnitude to effects of other risk factors. In support of the cumulative risk model, joint effects of different risk factors on aggressive behavior in each culture were larger than effects of any individual risk factor.
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Cultural generality versus specificity of media violence effects on aggression was examined in seven countries (Australia, China, Croatia, Germany, Japan, Romania, the United States). Participants reported aggressive behaviors, media use habits, and several other known risk and protective factors for aggression. Across nations, exposure to violent screen media was positively associated with aggression. This effect was partially mediated by aggressive cognitions and empathy. The media violence effect on aggression remained significant even after statistically controlling a number of relevant risk and protective factors (e.g., abusive parenting, peer delinquency), and was similar in magnitude to effects of other risk factors. In support of the cumulative risk model, joint effects of different risk factors on aggressive behavior in each culture were larger than effects of any individual risk factor.
A controversy exists about the effects of violent video game play, with some studies showing "positive" effects on spatial attention, others showing "negative" effects on aggression, and others suggesting that there are no important effects. The present study examined neural recruitment during violent videogame play among 13 late adolescent gamers, half of whom habitually played violent games and half of whom habitually played nonviolent games. Participants played a video game in violent and nonviolent modes while undergoing functional MRI scanning. Nonviolent gamers had an increase in emotional response regions when playing the violent game; violent gamers demonstrated an active suppression of these same regions. In addition, nonviolent gamers showed increases in spatial attention, navigation, and cognitive control regions, whereas experienced violent gamers showed no change from baseline. These results provide neurological support for both aggression desensitization and improvements in spatial attention, but not for the hypothesis that violent games have no appreciable effect.