Today, playing electronic
games is a popular leisure activity for adolescents, especially
for boys. Despite of the huge variety of electronic games available
for
youth, research usually exclusively focuses on the negative
impact of violent electronic
games. We consider this to be a narrow focus of research to
date, as presumably
not all game playing youth use violent video games. Thus, the
main goals
of the present study were threefold: (1) We investigated how
many youth
regularly play electronic games. (2) We examined the motives
why adolescents
play electronic games, and (3) we analysed the relation of
playing electronic violent
video games and aggression. In addition, we compared two age
groups concerning
these topics. 183 early adolescents (73 boys, 110 girls, M
= 11.8 years)
and 204 late adolescents (100 boys, 104 girls, M = 15.5) participated
in the
study. Students were asked to indicate whether they play electronic
games and to write down the names of their favourite games.
A new questionnaire was developed
to measure motives for playing electronic games. Both forms
and functions
of aggressive behaviour were investigated using the Little
et al. (2003) scale. Our
main results show that in both age groups, more boys than girls
played electronic
games, and that fun and achievement were the most important
motives for
playing electronic games followed by boredom and stress reduction.
According
to our third goal to analyse the relation of playing electronic
violent video games
and aggression, in a first step all nominated electronic games
were rated according
their age appropriateness and violent content. Based on this
categorization
three groups of youth were identified: players of nonviolent
game, players of ageappropriate
moderate violent games, and players of age inappropriate violent
games.
Early and late adolescent boys and girls were not equally distributed
in
these three groups. Those adolescents who played age inappropriate
violent electronic
games scored higher on overt and reactive aggression than the
other two
groups. Thus, playing violent electronic games is not a risk
factor per se. The negative
impact of violent electronic games very much depends on the
age appropriateness.
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