DOI: 10.31274/etd-180810-4231
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Testing ratings of violent video games: how well do they measure up?

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(2 citation statements)
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“…A VGV exposure score was created by multiplying frequency and violence ratings for each game and averaging the three products. This approach more closely approximates interval-level measurement and has demonstrated good reliability and validity in previous work (Busching et al, 2015;Center, 2015). When a favorite game was not reported, participants were given a score of zero for this product, indicating no exposure to violence.…”
Section: Methodsmentioning
confidence: 93%
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“…A VGV exposure score was created by multiplying frequency and violence ratings for each game and averaging the three products. This approach more closely approximates interval-level measurement and has demonstrated good reliability and validity in previous work (Busching et al, 2015;Center, 2015). When a favorite game was not reported, participants were given a score of zero for this product, indicating no exposure to violence.…”
Section: Methodsmentioning
confidence: 93%
“…Notably, despite the subjective nature of asking participants to judge the amount of violence, participant ratings of violence are strongly positively related to both expert ratings of violence and measures of violence derived from Entertainment Software Rating Board ratings—alternative approaches that may be considered more objective (Busching et al, 2015). Indeed, careful analyses of nine independent studies of VGV exposure (total N = 4,746) found no evidence of bias in such participant-rated measures by age or past exposure to media violence, and found no advantage to using any of several more labor-intensive objective measures (Center, 2015).…”
Section: Methodsmentioning
confidence: 99%