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Article
Impersonal Agencies of Communication: Comparing the Effects of Video Games and Other Risk Factors on Violence
Psychology of Popular Media Culture (2015)
  • Whitney DeCamp, Western Michigan University
Abstract
In the debated topic of violent video games and violent behavior, empirical evidence has been mixed. Some studies support the assertion that there is a causal or correlational link between gaming and violence, while others do not find such support. Recent advances have demonstrated that adequately controlling for background characteristics that might result in a selection bias decrease the effect sizes. However, it remains unclear how strong of an effect video game playing has in comparison to other risk factors. The present study uses data from over 6,000 eighth grade students to examine the effects of playing violent games. Using propensity score matching (PSM) and logistic regression models, results are estimated to show the relative effects from gaming and other social risk factors. Results indicate that PSM decreases the already modest effect from gaming, often to non-significance. In comparison to other risk factors in the models, the effects are also relatively weak.
Keywords
  • Video Games,
  • Violence,
  • Media,
  • Propensity Scores
Publication Date
2015
DOI
10.1037/ppm0000037
Citation Information
DeCamp, Whitney. (2015). Impersonal Agencies of Communication: Comparing the Effects of Video Games and Other Risk Factors on Violence. Psychology of Popular Media Culture, 4, 296-304. doi:10.1037/ppm0000037