Table 4.
Authors | Results |
---|---|
Kirsh and Mounts, 2007 [72] | - Students who played violent video games presented a significantly reduced happy-face advantage (p < 0.05). |
Wei, 2007 [75] | - Adolescents who spent more time playing violent video games were more pro-violence and less concerned about others. There was a significant and positive correlation between exposure to violent video games and attitudes to violence (p < 0.01). - The relationship between exposure to violent video games and aggression was positive and significant (p < 0.01). |
Sharif et al., 2010 [73] | - School problem behavior is positively and significatively correlated to hours viewing TV, hours playing video games, and having a TV in the bedroom (p < 0.0001). - Self-control is negatively and significantly correlated to hours viewing TV (p < 0.0001), and hours playing video games (p < 0.0001). |
Yousef et al., 2014 [80] | - Children who spent more than 2 hours per day watching TV or playing video games, had higher scores on aggression (p = 0.018) and delinquent (p = 0.023) behavior. |
Yilmaz et al., 2018 [82] | - Following teachers’ and classmates’ answers, it is identified that HG had affective, verbal (mockery, ridicule), self-control, and behavioral (intimidation and physical aggression) problems. - Teachers affirmed that HG had attention problems. |
Salih et al., 2020 [84] | - Violence and aggressive behavior were associated with video games in 25% of the sample. |