Shubuya A. , Sakamoto A. ,Ihori, N. , & Yukawa S. (2008). The effects of the presence and contexts of video game violence on children: A longitudinal study in Japan. Stimulation & Gaming, 39, 528-539.
Akiko Shibuya et al. offer the first longitudinal study concerning the effects of video game violence on children in Japan. The group took a sample of fifth graders (male and female) and surveyed their understanding of violence in video games over a two-year period. When the children entered six grade they were surveyed again to determine the answers to three major questions: (1) Does playing video games that contain violence cause later aggression in the life course? (2) Which contexts of video game violence lead to the aggressive behaviors being studied? (3) Which contexts of video game violence decrease later aggression in the life course? The study found mixed results and suggests that males are more susceptible to later aggression than girls. Likewise, interactivity, justification, and the extent of violence in video games affect the manner in which a child perceives the violence depicted in video games.
The study demonstrates that interactivity and unjustified violence increase the likelihood that a child will demonstrate aggressive tendencies later in the life course. Grand Theft Auto (GTA), according to Murray and Farman, creates a realistic depiction of crime due to the game’s hypermediation and grants the player limitless freedom. Therefore, GTA would likely cause later aggression if Shibuya et. al. are accurate in their findings. Unexpectedly, Shibuya et. al. found that players typically perceive extensive violence as socially unacceptable. As a result, games with extensive violence are likely to decrease later aggression. As the first of its kind, the study lacks empirical support and confuses rather than illuminates the effects of video game violence on children due to its mixed findings.
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