2020
DOI: 10.1016/j.childyouth.2020.105370
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Adolescent aggression and violent video games: The role of moral disengagement and parental rearing patterns

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Cited by 23 publications
(21 citation statements)
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“…According to the result, when the participants feel like they are in the game (First person shooter), the effect of violent games on children increases. Also, emphasised that anger was about 10% higher in the small screen-2D condition, 15% higher in the large-screen 2D condition, and 55% higher in the large-screen 3D condition (Lull and Bushman, 2016).…”
Section: Identification With An Aggressor Increases the Likelihood Of...mentioning
confidence: 98%
See 1 more Smart Citation
“…According to the result, when the participants feel like they are in the game (First person shooter), the effect of violent games on children increases. Also, emphasised that anger was about 10% higher in the small screen-2D condition, 15% higher in the large-screen 2D condition, and 55% higher in the large-screen 3D condition (Lull and Bushman, 2016).…”
Section: Identification With An Aggressor Increases the Likelihood Of...mentioning
confidence: 98%
“…Predominantly preferred games are those with violent content. (Li, Du and Gao, 2020) The view that disruptive behaviour and anger is related to playing was defended and the time spent was seen as an important factor. (Weinstein,2010; koon 2005) When the relationship between the playing time and anger and destructive behaviour was examined, it was seen that there was a significant relationship.…”
Section: The Relationship Between Consumption Time and Angermentioning
confidence: 99%
“…Gamers tend to experience higher emotional investment in video games than real-life experience [26]. Moral disengagement of a parent can play a partial mediating role between video games' exposure and adolescent aggression; anger and hostility played a partial mediating role between violent video games' exposure and physical attack [27]. Likewise, even though there is a negative effect in playing the violent game, they were still gamers willing to invite themselves into such a gaming environment [26].…”
Section: Emotionsmentioning
confidence: 99%
“…Adolescents in the United States watch an average of 40 hours per week TV and movies. (Li, Du, & Gao, 2020) found in a comprehensive study in the United States that 99% of boys and 94% of girls play various video games. Similar results, and they found that 70% of adolescent boys aged 9 to 18 prefer violent games and movies.…”
Section: Introductionmentioning
confidence: 99%