discussio
TRANSCRIPT
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ABSTRACT
Various advocates and politicians have referred to violent video
games in polemic terms
Scholars too have been calling for higher quality research on this
issue
Results indicated that exposure to video game violence was not
related to any of the negative outcomes
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INTRODUCTION
Violent video games
Digital poison
Murder simulators
Killerspiele
video game and other media violence30% of societal violence
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Rinoskopi anterior
Rinoskopi posterior
Pemeriksaan penunjang:
1. Transiluminasi
2. Radiologi
3. CT scan
Brown V EMA and Australian Government
Extensivereview of
eksperimentalLongitudinal Correlational Meta-analytic data
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THE CURRENT STUDY
These studies have been rejected by every court to
consider them, and with good reason.
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METHODS
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PARTICIPANTSLaredo Youth Outcomes Project (Ferguson et al., 2009).
193 children and their families.
165(85%) families agreed to participate.
- 50.3%.
- 40.7%
Age range of 10-14 at T1 (M = 12.3)
T2 and T3 conducted by phone interviews.
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PREDICTOR MATERIALS
With exceptions noted below, all materials used Likert-scale items
and demonstrate psychometric properties suitable for use in multipleregression and path analyses.
Dating violence was added as an outcome in T3 as participants had
by then entered potential dating age (mean age 15,3).
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2.2.1. VIDEO-GAME VIOLENCE
QUESTIONNAIRE
Child participants were asked to list their 3 favorite video games
and rate how often they play the game.
Entertainment Software Ratings Board (ESRB) ratings were
obtained for each game reported by the respondent, and ordinally
coded (a maximal score of 6 for Adults Only, 5 for Mature, 4 for
Teen, etc.).
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2.2.2. NEGATIVE LIFE
EVENTS
The Negative Life Events instrument is a commonly used
and well-validated measure of youth behaviors in criminological research (NLE; Paternoster and Mazerolle, 1994) and includes the
following scales used in this study as control variables:
1) Antisocial personality
2) Family attach 3) Delinquent peers
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Child Behavior ChecklistYouth Self-Report
Indicated child depression
Depression was reassessed at T2 and T3, currentdepression is used in the regression equations describe
below.
DEPRESSION
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CTS
Dating Violence
Youth who reported havingbeen in a dating relationship in
the past six months at T3.
DATING VIOLENCE
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RESULTS
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AGGRESSION SCORES
only 2
(1.2%) youthreported noaggression
These scores indicate that
some level of aggressionwas near uniform across
youth
CBCL : 0-30
YSR : 0-21
CTS:1 -13only 22 (13.3%)
parents
reported no aggressionin their children
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BIVARIATE CORRELATIONS
Male gender wasconsistently correlatedwith exposure to videogame violence
correlated
None of the periodsof video game violenceexposure weresignificantly correlatedwith parent or childrelated aggressiveness
No significantcorrelated video game violenceexposure periods weresignificantly correlatedwith reduced datingviolence at T3
significant
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MULTIPLE REGRESSIONS
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PATH ANALYSES
were used to examinelongitudinal trends for therelationship between video
game violence exposure andlater aggression.
Standardtime-lag
path-analyses
The hypothesis that video games contribute to long-term aggression
would be supported if T1 or T2 video game
violence exposure were to predict T3 aggression, with T1 aggression
controlled.
This model proved to be a poor fit to the data.
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DISCUSSION Reviews by the U.S. Supreme Court and the AustralianGovernment have concluded that past claims regarding theharmfulness of video game violence to minors is erroneous.
Video game violence was not related to child or parent reportedpathological aggression.
In bivariate correlations, video game violence use was related toreduced dating violence.
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UNDERSTANDING FEARS OVER VIDEO
GAMES IN LI GHT OF MORAL PANICTHEORY
As societal and scholarly fears over video game violence appear to be ebbing, it
may be important to understand past claims over the harmfulness of video games
in light of Moral Panic Theory
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LIMITATIONS
Hispanic majority sample
Not all possible risk and resilience factors for youth aggression
could be considered in the current model
The relatively few participants
Dating relationships reduced the power of the dating violence
regression.
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FUTURE DIRECTIONS
New media such as social networking may take the place of video
games as the next folk devil now that video game fears aresubsiding.
Recommend that experimenters seeking to examine the influence
of social media and other new media take care to employ gold
standard approaches.
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CRITICAL APPRAISAL
Title:
A Longitudinal Test of Video Game Violence Influences on
Dating and Aggression: A 3-Year Longitudinal Study of
Adolescents
The title consisting 19 words of a journal title., and
straight to the point of the theme of the journal. Stated in a
simple relation of journal.
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Abstract and introduction:
The abstract had been providing with
significant point that understandable.
Consisting with all the necessary points.
Introduction provided by the resources
with minimal information just to keep the
reader in the main loop.
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CRITICAL APPRAISAL
Method :
A review of studies investigating video games violence
influence to dating and aggression, using longitudinal study.
Amount of the participant is few
The criteria used to select articles for inclusion is
appropriate.
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Both the initial T2 and the T3 follow ups were conducted
by phone interviews, so it make the data is not valid.
From the methods that has been used there were possibility
some important and relevant studies were missed.
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Result:
No conclusion from this journal
The result however was not presented very well as it
mostly written in words and not presented in table to be
easily read.
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DIAGNOSIS
Male gender was consistently correlated with exposure to video game violence
None of the periods of video game violence exposure were significantly
correlated with parent or child related aggressiveness Video game violence is not influence on dating and aggression.
THERAPY
PROGNOSIS
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