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
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