
@article{ref1,
title="Violent video games and aggression among young adults: the moderating effects of adverse environmental factors",
journal="Cyberpsychology, behavior and social networking",
year="2021",
author="Li, Liangqiang and Dagadu, Joshua Caleb and Gumah, Bernard and Kulbo, Nora Bakabbey and Fang, Jiaming and Addo, Prince Clement",
volume="24",
number="1",
pages="17-23",
abstract="Research is divided on the effects of violent video games (VVGs). Some scholars claimed that VVG promotes aggression, reduces empathy, increases self-injury, and  externalization, whereas others claim that a minimal or, in some cases, no traits as  reported by the former is associated with playing VVGs. This study provides evidence  to support claims that VVG is associated with aggressive behavior among young  adults. However, the study focused more importantly on the moderating effects of  adverse environmental factors on this relationship from a cross-cultural  perspective. A total of 3,219 young adults between 18 and 35 years sampled from  colleges and game centers in Ghana and China provided support for this study. We  adopted a parallel moderated-mediation regression analysis and found that increased  exposure to VVG is associated with reduced empathy concerns, aggression-related  thoughts, and increased aggressive behavior. Although controlling for gender,  setting, and location, the results pointed to the magnifying effects of the adverse  environments in explaining the association between VVG and aggressive behavior. This  study thus provides strong support for the frequently debated adverse effects of  playing VVG among young adults with a particular reference to environmental factors  and will hence aid in communicating a more representative viewpoint on the effects  of VVG.<p /> <p>Language: en</p>",
language="en",
issn="2152-2715",
doi="10.1089/cyber.2020.0018",
url="http://dx.doi.org/10.1089/cyber.2020.0018"
}