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Gaming and Aggression: The Importance of Age-Appropriateness in Violent Video Games

Copyright © 2011. 22 pages.
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DOI: 10.4018/978-1-60960-209-3.ch018, ISBN13: 9781609602093, ISBN10: 1609602099, EISBN13: 9781609602116
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MLA

Schiller, Eva-Maria, Marie-Thérèse Schultes, Dagmar Strohmeier and Christiane Spiel. "Gaming and Aggression: The Importance of Age-Appropriateness in Violent Video Games." Youth Culture and Net Culture: Online Social Practices. IGI Global, 2011. 316-337. Web. 23 May. 2012. doi:10.4018/978-1-60960-209-3.ch018

APA

Schiller, E., Schultes, M., Strohmeier, D., & Spiel, C. (2011). Gaming and Aggression: The Importance of Age-Appropriateness in Violent Video Games. In E. Dunkels, G. Franberg, & C. Hallgren (Eds.), Youth Culture and Net Culture: Online Social Practices (pp. 316-337). Hershey, PA: Information Science Reference. doi:10.4018/978-1-60960-209-3.ch018

Chicago

Schiller, Eva-Maria, Marie-Thérèse Schultes, Dagmar Strohmeier and Christiane Spiel. "Gaming and Aggression: The Importance of Age-Appropriateness in Violent Video Games." In Youth Culture and Net Culture: Online Social Practices, ed. Elza Dunkels, Gun-Marie Franberg and Camilla Hallgren, 316-337 (2011), accessed May 23, 2012. doi:10.4018/978-1-60960-209-3.ch018

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Abstract

Video games play an important role in the modern entertainment industry and determine the leisure time activities of many children and adolescents. A huge amount of video games are available, but many of them are not suitable for youth because of their violent content. Violent content in video games became an issue of public concern, not only in cases of extreme violent acts, such as school shootings (e.g. Littleton, Colorado, 1999; Kauhajoki, Finland, 2008; Winnenden, Germany, 2009) but also concerning the question of whether playing violent video games generally influences the development of aggressive behavior in children and adolescents. Considerable research showed that playing violent video games increases aggressive cognitions, and aggressive behavior (e.g., Anderson et al., 2010). A crucial issue in studies concerned with violent video games is the question of how to assess the presence of violent content in games. Most of the studies used expert ratings (e.g. Krahé & Möller, 2004), some studies asked study participants themselves (e.g., Gentile & Gentile, 2008; Wallenius, Punamäki, & Rimpelä, 2007), and only a few studies used categorizations directly displayed on games (e.g. Schiller, Strohmeier, & Spiel, 2009). In 2003, the Pan European Game Information (PEGI) system was established, aiming at the protection of children and adolescents from unsuitable video games. PEGI evaluates games according to five age categories (+3, +7, +12, +16, +18) and seven content descriptors (bad language, discrimination, drugs, fear, gambling, sexual content, and violence). These age categories and content descriptors are printed on games to inform customers about their appropriateness for children and adolescents. Although these descriptors are highly visible for parents and adults in 30 European countries, they are rarely used in research. The current chapter presents a study on pre-adolescents in which violent content of games was categorized based on PEGI descriptors. A distinction between playing age-appropriate violent video games and age-inappropriate violent games was made. The main goal of the study was to examine whether pre-adolescents who play non-violent or age-appropriate violent games systematically differ in aggression from youth who play age-inappropriate violent games. Gender differences were also examined. Conclusions for practical implications for adolescents and for parents are discussed.
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Complete Chapter List

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Young People and Online Risk (pages 1-16)
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Swedish Students Online: An Inquiry into Differing Cultures on the Internet (pages 41-62)
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Fat Talk: Constructing the Body through Eating Disorders Online among Swedish Girls (pages 64-82)
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The Representation of Female Friendships on Young Women’s Myspace Profiles: The All-Female World and the Feminine ‘Other’ (pages 126-152)
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YouTube as a Performative Arena: How Swedish Youth are Negotiating Space, Community Membership, and Gender Identities through the Art of Parkour (pages 153-169)
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Young People and Cybersex in a Sexually Conservative Society: A Case Study from Mauritius (pages 171-189)
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Youth, Sexuality and the Internet: Young People’s Use of the Internet to Learn About Sexuality (pages 190-206)
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Adolescents and Online Dating Attitudes (pages 207-221)
Olugbenga David Ojo (National Open University of Nigeria, Nigeria) Sample PDF | More details...
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The Role of Internet Newsgroups in the Coming-Out Process of Gay Male Youth: An Israeli Case Study (pages 222-241)
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The Competent Youth’s Exposure of Teachers at YouTube.se (pages 243-255)
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Moving from Cyber-Bullying to Cyber-Kindness: What do Students, Educators and Parents Say? (pages 256-277)
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Electronic Aggression among Adolescents: An Old House with a New Facade (or Even a Number of Houses) (pages 278-295)
Jacek Pyzalski (Wyzsza Szkola Pedagogiczna w Lodzi, Poland & Nofer Institute of Occupational Medicine, Poland) Sample PDF | More details...
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Ways of ICT Usage Among Mildly Intellectually Disabled Adolescents: Potential Risks and Advantages (pages 296-315)
Piotr Plichta (The Pedagogy Academy in Lodz, Poland) Sample PDF | More details...
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18.
Gaming and Aggression: The Importance of Age-Appropriateness in Violent Video Games (pages 316-337)
Eva-Maria Schiller (University of Münster, Germany), Marie-Thérèse Schultes (University of Vienna, Austria), Dagmar Strohmeier (University of Vienna, Austria), Christiane Spiel (University of Vienna, Austria) Sample PDF | More details...
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19.
Young People, Sexual Content and Solicitation Online (pages 338-356)
Kareena McAloney (Queen’s University Belfast, Northern Ireland), Joanne E. Wilson (Queen’s University Belfast, Northern Ireland) Sample PDF | More details...
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Spirituality in Cybercrime (Yahoo Yahoo) Activities among Youths in South West Nigeria (pages 357-380)
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