Sunday, March 29, 2020

At low levels of video gaming time, gaming protects against gun violence; at high levels, it imprints gun-related behaviors and naturalizes them, a small effect; moral panic of video gaming is largely unsubstantiated

Videogames and guns in adolescents: Preliminary tests of a bipartite association. Ofir Turel. Computers in Human Behavior, March 29 2020, 106355. https://doi.org/10.1016/j.chb.2020.106355

Highlights
• We propose a U-shaped association between video-gaming and gun-related behaviors.
• At low levels of video gaming time, video gaming displaces gun-related behaviors.
• At high levels, it imprints gun-related behaviors and naturalizes them.
• This can explain inconsistent past findings based on an assumed linear association.
• Moral panic over light to moderate video gaming is largely unsubstantiated.

Abstract: The possible role of video gaming in imprinting aggressive and specifically gun-related behaviors has been elusive, and findings regarding these associations have been inconsistent. We address this gap by proposing and testing a bipartite theory that can explain inconsistent results regarding the previously assumed linear association between videogames and gun-related behaviors. Our theory suggests that this association follows a U-shape. It posits that at low levels of video gaming time, video gaming displaces gun-related behaviors and shelters adolescents by keeping them occupied and by reducing opportunities and motivation to acquire guns. However, at some level of gaming time (because most popular games adolescents play include violent aspects), the assumed imprinting of aggressive behaviors overpowers the positive displacement force, and this trivializes and naturalizes gun-carrying behaviors, and ultimately increases motivation to obtain and carry guns. We tested this theory with two national samples of American adolescents (n1 = 24,779 and n2 = 26,543, out of which 403 and 378, respectively, reported bringing a gun to school in the last month). Multiple analyses supported the proposed U-shaped association. These findings show that the moral panic over video games is largely unsubstantiated, especially among light to moderate gamers.

Keywords: Video gamesTechnology and societyGunsAdolescentsImprinting hypothesisDisplacement hypothesis

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