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The Impact of Degree of Exposure to Violent Video Games, Family Background, and Other Factors on Youth Violence

Overview of attention for article published in Journal of Youth and Adolescence, September 2016
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About this Attention Score

  • In the top 5% of all research outputs scored by Altmetric
  • High Attention Score compared to outputs of the same age (95th percentile)
  • High Attention Score compared to outputs of the same age and source (87th percentile)

Mentioned by

blogs
2 blogs
policy
1 policy source
twitter
59 X users
facebook
2 Facebook pages

Citations

dimensions_citation
36 Dimensions

Readers on

mendeley
253 Mendeley
citeulike
1 CiteULike
Title
The Impact of Degree of Exposure to Violent Video Games, Family Background, and Other Factors on Youth Violence
Published in
Journal of Youth and Adolescence, September 2016
DOI 10.1007/s10964-016-0561-8
Pubmed ID
Authors

Whitney DeCamp, Christopher J. Ferguson

Abstract

Despite decades of study, no scholarly consensus has emerged regarding whether violent video games contribute to youth violence. Some skeptics contend that small correlations between violent game play and violence-related outcomes may be due to other factors, which include a wide range of possible effects from gender, mental health, and social influences. The current study examines this issue with a large and diverse (49 % white, 21 % black, 18 % Hispanic, and 12 % other or mixed race/ethnicity; 51 % female) sample of youth in eighth (n = 5133) and eleventh grade (n = 3886). Models examining video game play and violence-related outcomes without any controls tended to return small, but statistically significant relationships between violent games and violence-related outcomes. However, once other predictors were included in the models and once propensity scores were used to control for an underlying propensity for choosing or being allowed to play violent video games, these relationships vanished, became inverse, or were reduced to trivial effect sizes. These results offer further support to the conclusion that video game violence is not a meaningful predictor of youth violence and, instead, support the conclusion that family and social variables are more influential factors.

X Demographics

X Demographics

The data shown below were collected from the profiles of 59 X users who shared this research output. Click here to find out more about how the information was compiled.
Mendeley readers

Mendeley readers

The data shown below were compiled from readership statistics for 253 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
United States 1 <1%
Unknown 252 100%

Demographic breakdown

Readers by professional status Count As %
Student > Bachelor 61 24%
Student > Master 32 13%
Student > Ph. D. Student 23 9%
Student > Doctoral Student 18 7%
Researcher 9 4%
Other 36 14%
Unknown 74 29%
Readers by discipline Count As %
Psychology 50 20%
Social Sciences 40 16%
Nursing and Health Professions 15 6%
Medicine and Dentistry 11 4%
Arts and Humanities 11 4%
Other 48 19%
Unknown 78 31%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 60. This is our high-level measure of the quality and quantity of online attention that it has received. This Attention Score, as well as the ranking and number of research outputs shown below, was calculated when the research output was last mentioned on 18 April 2024.
All research outputs
#724,356
of 25,743,152 outputs
Outputs from Journal of Youth and Adolescence
#124
of 1,927 outputs
Outputs of similar age
#13,500
of 332,379 outputs
Outputs of similar age from Journal of Youth and Adolescence
#3
of 24 outputs
Altmetric has tracked 25,743,152 research outputs across all sources so far. Compared to these this one has done particularly well and is in the 97th percentile: it's in the top 5% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 1,927 research outputs from this source. They typically receive a lot more attention than average, with a mean Attention Score of 16.2. This one has done particularly well, scoring higher than 93% of its peers.
Older research outputs will score higher simply because they've had more time to accumulate mentions. To account for age we can compare this Altmetric Attention Score to the 332,379 tracked outputs that were published within six weeks on either side of this one in any source. This one has done particularly well, scoring higher than 95% of its contemporaries.
We're also able to compare this research output to 24 others from the same source and published within six weeks on either side of this one. This one has done well, scoring higher than 87% of its contemporaries.