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No association was found between aggressive games played in childhood and aggressive behavior in late 2020 Cyberpsychology, behavior and social networks research published in a scientific journal of cyberpsychology. A longitudinal study by Brigham Young University staff tracked the fate of 13-year-olds who played Grand Theft Car in one of the most controversial games for a decade. However, the researchers found that the participants used gambling as an escape from other types of mental problems.
Photo: Chuck Fishman / Getty Images Hungary
Those who played violent games in early adolescence
they showed depressive symptoms more frequently, but were less anxious. It is possible that this group turned to games because of depressive symptoms.
the authors thought.
Previous research has shown that video games can act as a kind of coping or distraction mechanism, although these studies have not addressed the content issues of games.
The research was followed by the personality development of 500 participants for ten years, which is quite exceptional in research on the impact of computer games. The mean age was 14 years and, first, a questionnaire was used to examine aggression and other mental characteristics such as anxiety, depression or prosocial behavior.
The study found three typical behavior patterns: the first group played a lot as a child, which later dropped dramatically, the other group played moderately a lot and played more and more as an adult, the third group played very little, but then significantly more.
There was no detectable difference in aggression between the first and third groups. The second of the three teams, the continuous players, turned out to be the most aggressive; therefore, the research found that the effects of continuous play from infancy to adulthood were worth further investigation.
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