Table 3.
Variable | 1 | 2 | 3 | 4 | 5 | 6 |
---|---|---|---|---|---|---|
1. VVGE | – | −0.27* | −0.12 | 0.51*** | −0.12 | −0.17* |
2. FEMT CORR | – | 0.27** | −0.21* | 0.13 | 0.12 | |
3. FEMT RT | – | 0.07 | 0.29** | −0.02 | ||
4. Gender | – | 0.03 | −0.44** | |||
5. Age | – | −0.15 | ||||
6. Empathy | – | |||||
M | 0.37 | 71.03 | 4,135 | – | 26.68 | 3.57 |
SD | 0.98 | 12.69 | 2020 | – | 6.93 | 0.39 |
p < 0.05;
p < 0.01;
p < 0.001.
VVGE, violent video game exposure (in hours per day); FEMT CORR, correctness of emotion recognition in the FEMT (%); FEMT RT, mean reaction time of emotion recognition in the FEMT 12 trials (in milliseconds); Gender: 1 = females, 2 = males; Empathy = trait empathy.