Violent Video Game Playing, Aggression and Wellbeing in Emerging Adulthood

T Cassidy, Megan Gordon

Research output: Contribution to journalArticlepeer-review

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Abstract

Purpose: This study aimed to explore the relationship between level of violence in video
games played, problem game playing and engagement in gaming, aggression, empathy and
wellbeing.
Method:
This study used an online survey with questionnaire data collection in a sample of 304
emerging adults aged between 18 and 24 years of age, 124 males and 180 females.
Findings:
The model proposed was supported by the data and suggests that the relationship
between violence in games and aggression and empathy is mediated by engagement and
addictive tendencies, and the impact on wellbeing is largely through aggression and empathy.
Conclusions:
We conclude that future research should take cognisance of these mediational
factors and consider the developmental stage of participants in order to get a clearer picture of
effects.
Original languageEnglish
JournalGlobal Journal of Human Social Science
Volume24
Issue number1
Early online date15 Mar 2024
DOIs
Publication statusPublished (in print/issue) - 15 Mar 2024

Keywords

  • violent video games
  • problem game playing
  • game engagement
  • aggression
  • empathy
  • wellbeing

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