The use of video games, agression, depressive symptoms and domestic violences in adolescents and young adults

Authors

  • Patricia Martínez Lanz Universidad Anáhuac México Norte
  • Diana Betancourt Ocampo Universidad Anáhuac México Norte
  • Alejandro González González Universidad Nacional Autónoma de México

Keywords:

Video Games, Depression, Violence, Aggression, Youth

Abstract

The objective of this research was to determine differences on depressive symptoms, family violence and aggression in 801 adolescents and young people with different levels of exposure to video games with and without violent content. The average age of the participants was 17.5 years, of which 55.4% were male and 44.6% female. To assess depressive symptoms, the Certificate Center for Epidemiologic Studies was used, and for domestic violence, a scale was designed from 16 reactants that measure verbal and physical aggression, humiliation and respect; with regards to aggression, a Likert scale was designed from 13 reactants with four-response options: from never to always. And with regards to the use of video games, it was asked whether they use them or not, the motive why they like them, the approximate time a week playing them, and whether those video games have violent content and its type. The results showed significant differences in the variables evaluated as to the level of exposure to video games with violent content, which generally teenagers and young adults who reported higher exposure (more than 11 hours a week) had higher depressive symptoms, aggression and domestic violence than those with a lower level of exposure. © Revista Colombiana de Ciencias Sociales.

Downloads

Download data is not yet available.

Author Biographies

Patricia Martínez Lanz, Universidad Anáhuac México Norte

Coordinadora de Centro Anáhauc de Investigación en Psicología

Diana Betancourt Ocampo, Universidad Anáhuac México Norte

Investigadora del Centro Anáhauc de Investigación en Psicología

References

Aguilera, R., Carreño, S. y Juárez, F. (2004). Características psicométricas de la CES-D en una muestra de adolescentes rurales mexicanos de zonas con alta tradición migratoria. Salud Mental, 27(6), 57-66.

Anderson, C. A. (2004). An update on the effects of playing violent video games. Journal of Adolescence, 27, 113-122. doi:10.1016/j.adolescence.2003.10.009

Benjet, C., Hernández , L., Tercero, G., Hernández, A. y Chartt, R. (1999). Validez y confiabilidad de la CES-D en peri-púberes. Revista Mexicana de Psicología, 16(1), 175-185.

Bensley, L., & van Eenwyk, J. (2001). Video games and real-life aggression: Review of the literature. Journal of Adolescent Health, 29, 244-257.

Browne, K. D., & Hamilton-Giachritsis, C. (2005). The influence of violent media on children and adolescents: A public-health approach. The Lancet, 365(9468), 1387-1388. doi:10.1016/S0140-6736(05)66372-6

Ferguson, C. J., Rueda, S. M., Cruz, A. M., Ferguson, D. E., Fritz, S., & Smith, S. M. (2008). Violent Video Games and Aggression: Causal Relationship or Byproduct of Family Violence and intrinsic Violence Motivation? Criminal Justice and Behavior, 35(3), 311-332. doi: 10.1177/0093854807311719

Ferguson, C. J., San Miguel, C., & Hartley, R. D. (2009). A Multivariate Analysis of Youth Violence and Aggression: The Influence of Family, Peers, Depression, and Media Violence. The Journal of Pediatrics, 155(6), 904-908.

Funk, J. B. (2005). Children’s Exposure to Violent Video Games and Desensitization to Violence. Child and Adolescent Psychiatric Clinics of North America, 14, 387-404.

Jiménez, A., Mondragón, L., & González-Forteza, C. (2007). Self-esteem, Depressive Symptoms, and Suicidal Ideation in Adolescents: Results of Three Studies. Salud Mental, 30(5), 20-26.

Kleiber, D. A. y Barnett, L. A. (1991). El ocio en la infancia. Infancia y sociedad, 8, 5-16.

Mariño, M. C., Medina-Mora, M. E., Chaparro, J.J. y González-Forteza, C. (1993). Confiabilidad y estructura factorial del CES-D en adolescentes mexicanos. Revista Mexicana de Psicología, 10(2), 141-145.

Malone, T. W. (1980). What makes things fun to learn? A study of intrinsically motivating computer games. Palo Alto Research Center. Cognitive and Instructional Sciences Group. Palo Alto California.

Mathew, G., & Mott, J. (2012). Loyola Law School of Loyola Marymount University Loyola of Los Angeles Law Review. 45 Loy. L. A. L. Rev. 633.

Olson, C. K. (2004). Media violence research and youth violence data: Why do they conflict? Academic Psychiatry, 28, 144-150.

Olson, C. K., Kutner, L. A., & Warner, D. E. (2008). The role of violent video game content in adolescent development. Boys’ perspectives. Journal of Adolescent Research, 23(1), 55-15.

Olson, C. K., Kutner, L. A., Warner, D. E., Almerigi, J., Baer, L., Nicholi, A. M. 2nd, & Beresin, E. V. (2007). Factors correlated with violent video game use by adolescent boys and girls. Journal of Adolescent Health, 41, 77-83.

Padilla-Walker, L. M., Nelson L. J., Carroll J. S. & Jensen, C. (2010). More than just a game: Video game and internet use during emerging adulthood. Journal of Youth and Adolescence, 39, 103–113.

Radloff, L. S. (1977). The CES-D Scale: A self-report depression scale for research in the general population. Applied Psychological Measurement, 1, 385-401.

Rideout, V., Foehr, U., & Roberts, D. (2010). Generation M2. Media in the lives of 8 to 18 year olds. California: Kaiser Family Foundation.

Roberts, R. E., Andrew, J. A., Lewinsohn, P. M., & Hops, H. (1990). Assessment of depression in adolescents using the Center of Epidemiologic Studies of Depression Scale. Journal of Consultant and Clinical Psychology, 2, 122-128.

Salgado de Snyder, V. N. y Maldonado, M. (1994). Características psicométricas de la Escala de Depresión del Centro de Estudios Epidemiológicos en mujeres mexicanas adultas de áreas rurales. SaludPública de México, 36, 200-209.

Sherry, J. L. (2001). The effects of violent video games on aggression: A meta-analysis. Human Communication Research, 27, 409-431.

Taboada, J. L. (1988). Preparación para el ocio. En A. Castilla y J. A. Díaz, (Eds.), Ocio, trabajo y nuevas tecnologías. Madrid: Fundesco.

Vladimirsky, G., Sánchez, M. O. P., & Marín, C. A. E. (2003). Consecuencias del maltrato infantil en la autoestima y desempeño escolar. Tesina de Licenciatura, Universidad Anáhuac, México.

Wack, E., & Tantleff-Dunn, S. (2009). Relationships between electronic game play, obesity and psychosocial functioning in young men. CyberPsychology & Behavior; 12, 241–244.

Wei, R. (2007). Effects of playing violent videogames on Chinese adolescents’ pro-violence attitudes, attitudes toward others, and aggressive behavior. CyberPsychology and Behavior, 10(3), 371-380.

Williams, D., Yee, N. & Caplan, S. E. (2008). Who plays, how much, and why? Debunking the stereotypical gamer profile. Journal of Computer-Mediated Communication, 13, 993–1018

Published

2013-07-01

How to Cite

Martínez Lanz, P., Betancourt Ocampo, D., & González González, A. (2013). The use of video games, agression, depressive symptoms and domestic violences in adolescents and young adults. Revista Colombiana De Ciencias Sociales, 4(2), 167–180. Retrieved from https://revistas.ucatolicaluisamigo.edu.co/index.php/RCCS/article/view/862