Following Gaming Addiction Short Scale criteria, gaming addiction is currently not a widespread phenomenon among adolescents and adults in Germany. Gaming Addiction Short Scale scores are associated with intensive use, as well as certain problematic aspects of individuals' personalities and social lives.
Within a 2-year time-frame, problematic use of computer games appears to be a less stable behaviour than reported previously and not related systematically to negative changes in the gamers' lives.
Current research indicates that an alarming number of students are affected by cyberbullying. However, most of the empirical research has focused on psychological explanations of the phenomenon. In an explorative survey study based on the reconstruction of 2 complete school networks (NP = 408), we expand the explanation strategies of cyberbullying to higher levels of social abstraction. Using statistical and structural analysis, and visual inspection of network environments, we compare explanations on individual and structural levels. In line with previous research, the findings support traditional explanations via sociodemographic and personality factors. However, the findings also reveal network positioning to be a comparably strong predictor for cyberbullying. Therefore, we argue that without taking structural factors into account, individual explanations will remain insufficient.
Longitudinal studies investigating the relationship of aggression and violent video games are still scarce. Most of the previous studies focused on children or younger adolescents and relied on convenience samples. This paper presents data from a 1-year longitudinal study of N = 276 video game players aged 14 to 21 drawn from a representative sample of German gamers. We tested both whether the use of violent games predicts physical aggression (i.e., the socialization hypothesis) and whether physical aggression predicts the subsequent use of violent games (i.e., the selection hypothesis). The results support the selection hypotheses for the group of adolescents aged 14 to 17. For the group of young adults (18-21), we found no evidence for both the socialization and the selection hypothesis. Our findings suggest that the use of violent video games is not a substantial predictor of physical aggression, at least in the later phases of adolescence and early adulthood. The differences we found between the age groups show that age plays an important role in the relationship of aggression and violent video games and that research in this area can benefit from a more individualistic perspective that takes into account both intraindividual developmental change and interindividual differences between players.
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