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APPLIED DEVELOPMENTAL SCIENCE, 13(4), 188–198, 2009
Copyright # Taylor & Francis Group, LLC
ISSN: 1088-8691 print=1532-480X online
DOI: 10.1080/10888690903288748

M-Rated Video Games and Aggressive or Problem
Behavior Among Young Adolescents
Cheryl K. Olson, Lawrence A. Kutner, Lee Baer, Eugene V. Beresin,
Dorothy E. Warner, and Armand M. Nicholi II
Massachusetts General Hospital

This research examined the potential relationship between adolescent problem behaviors and amount of time spent with violent electronic games. Survey data were collected from 1,254 7th and 8th grade students in two states. A ‘‘dose’’ of exposure to Mature-rated games was calculated using Entertainment Software Rating Board ratings of titles children reported playing ‘‘a lot in the past six months,’’ and average days per week of video game play. Analyses were conducted using simultaneous logistic regression for binary outcome variables, and simultaneous multiple linear regression for continuous outcome variables, controlling for a series of potential confounders.
M-rated game dose predicted greater risk for bullying (p < .01) and physical fights
(p < .001), but not for delinquent behaviors or being a victim of bullies. When analyzed separately, these associations became weaker for boys and stronger for girls.

Video and computer games have become a fixture of
21st century childhood. A Kaiser Family Foundation
(KFF) survey (Roberts, Foehr, & Rideout, 2005) found that on an average day, half (52%) of children aged 8 to
18 played games on a console or handheld player, and one-third (35%) played games on a computer. In 2006, just over half of games designed for sale at retail outlets were rated ‘‘E’’ (deemed suitable for ‘‘Everyone’’) by the industry-sponsored Entertainment Software Rating
Board (ESRB, 2006). However, a substantial minority
This research was supported by Grant No. 2003-JN-FX-0078 awarded by the Office of Juvenile Justice and Delinquency



References: Anderson, C. A. (2004). An update on the effects of playing violent video games Anderson, J. A. (2008). The production of media violence and aggression research: A cultural analysis. American Behavioral Scientist, 51, 1260–1279. Anderson, C. A., & Bushman, B. J. (1997). External validity of ‘‘trivial’’ experiments: The case of laboratory aggression Bangeman, E. (2006, October 13). States continue losing streak with game legislation Bushman, B. J., Baumeister, R. F., & Phillips, C. M. (2001). Do people aggress to improve their mood? Catharsis beliefs, affect regulation Buss, A. H., & Perry, M. (1992). The aggression questionnaire. Journal of Personality and Social Psychology, 63, 452–459. Child-Responsible Media Campaign. (2007). Current legislation. Retrieved February 25, 2007 from http://www.medialegislation. Dahlberg, L. L., Toal, S. B., & Behrens, C. B. (Eds.). (1998). Measuring Violence-Related Attitudes, Beliefs and Behaviors Among Youths: A (1996). State-trait anger theory and the utility of the trait anger scale Dinkes, R., Cataldi, E. F., Lin-Kelly, W., & Snyder, T. D. (2007, December) 2008-021=NCJ 219553). U.S. Departments of Education and Justice Dinkes, R., Kemp, J., Baum, K., & Snyder, T. D. (2009, April). Indicators of School Crime and Safety: 2008 (NCES 2009-022=NCJ 226343) Durkin, K., & Barber, B. (2002). Not so doomed: Computer game play and positive adolescent development Entertainment Software Rating Board (ESRB). (2006). Rating category breakdown. Retrieved May 8, 2007 from http://www.esrb. Federal Trade Commission Report to Congress (FTC). (2002, June). Federal Trade Commission Report to Congress (FTC). (2007, April). Federman, J. (Ed.). (1998). National Television Violence Study, Volume 3 Feng, J., Spence, I., & Pratt, J. (2007). Playing an action video game reduces gender differences in spatial cognition Ferguson, C. J. (2007b). The good, the bad and the ugly: A meta-analytic review of positive and negative effects of violent video Funk, J. B. (2005). Children’s exposure to violent video games and desensitization to violence D., & Myers, M. (2002). Aggression and psychopathology in adolescents with a preference for violent electronic games. Aggressive Behavior, 28, 134–144. Gentile, D. A., & Anderson, C. A. (2003). Violent video games: The newest media violence hazard Gentile, D. A., Lynch, P. J., Linder, J. R., & Walsh, D. A. (2004). Giumetti, G. W., & Markey, P. M. (2007). Violent video games and anger as predictors of aggression 41, 1234–1243. Gonzales, L. (2004, March). When two tribes go to war: A history of the video game controversy G. J. (2006). A longitudinal examination of family, friend, and media influences on competent versus problem behaviors

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