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Published Online:https://doi.org/10.1026/0033-3042.60.3.163

Zusammenfassung. Es lässt sich ein Anstieg aggressiven Verhaltens bei Jugendlichen durch den Konsum gewalthaltiger Computerspiele belegen. Ausgehend vom lernpsychologischen General-Aggression-Model (GAM) und einem Selektionsansatz, der diesen Anstieg durch zuvor bestehende Persönlichkeitsunterschiede erklärt, wurden im Rahmen einer Online-Befragung 155 Jugendliche (14 bis 21 Jahre) zum Konsum gewalthaltiger Computerspiele, aggressivem Verhalten und Persönlichkeitsmerkmalen (Big-Five Kurzversion) befragt. Die Ergebnisse bestätigen einen Zusammenhang zwischen dem Konsum gewalthaltiger Computerspiele und physisch aggressivem Verhalten, aber nicht zu verbal aggressivem Verhalten. Dieser Zusammenhang existiert unabhängig von Ausprägungen spezifischer Persönlichkeitsmerkmale und wird durch Offenheit für neue Erfahrungen beeinflusst: Jugendliche, die kaum an neuen Erfahrungen interessiert sind und sich zudem verstärkt Gewaltdarstellungen im Spiel wünschen, berichten über signifikant mehr physisch aggressives Verhalten. Mediatoranalysen verdeutlichen, dass der Zusammenhang zwischen dem Konsum gewalthaltiger Spiele und physisch aggressivem Verhalten – in Anlehnung an das GAM – über das Ausmaß von Ärger vermittelt wird.


Violent video games and aggressive behavior in adolescence

Abstract. Research shows that violent behavior increases among adolescents who are often exposed to violent video games. The General-Aggression-Model (GAM) explains this relation with an underlying learning process; the selection model assumes that differences in personality account for the association between aggression and violent video games. In this study, data on violent video games, aggressive behavior, and personality (Big-five short form) was collected from 155 adolescents (age 14 to 21), using self-reports in an online survey. Results show a significant association between violent video games and physical aggression, not however verbal aggression. Hierarchical regression analysis resulted in a significant effect for violent video games after controlling for personality. There was a significant interaction between openness for experience and desire for more violence displays in games: Adolescents with low levels of openness and a desire for more violence displays reported more physical aggression. Mediation analysis show that the effect of violent video games on aggressive behavior is – as hypothesized by GAM – mediated through anger.

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