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Playing Violent Video and Computer Games and Adolescent Self-Concept

Journal of CommunicationPublished 1 June 1996
Jeanne B. Funk, Debra D. Buchman
Citations205
SJR quartileQ1
SJR score2.53
SNIP2.84

TL;DR

Current adolescent electronic game-playing habits are documents, and associations among preference for violent games, frequency and location of play, and self-concept are explored.

Abstract

Adolescents are primary consumers of video and computer games, and the games they prefer are often violent. Related research suggests that exposure to media violence may affect attitudes and behavior. Self-concept is a key indicator of core attitudes and coping abilities, particularly in adolescents. This study documents current adolescent electronic game-playing habits, and explores associations among preference for violent games, frequency and location of play, and self-concept. Multivariate analyses identify marked gender differences in game-playing habits and in scores on the Harter Self-perception Profile for Adolescents. For girls, more time playing video or computer games is associated with lower Harter scores on six subscales, including self-esteem.

Keywords

Social Sciences