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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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