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Not Worth the Fuss After All? Cross-sectional and Prospective Data on Violent Video Game Influences on Aggression, Visuospatial Cognition and Mathematics Ability in a Sample of Youth

Overview of attention for article published in Journal of Youth and Adolescence, August 2012
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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 (96th percentile)
  • High Attention Score compared to outputs of the same age and source (99th percentile)

Mentioned by

blogs
1 blog
policy
1 policy source
twitter
23 X users
facebook
1 Facebook page
googleplus
9 Google+ users
video
1 YouTube creator

Citations

dimensions_citation
56 Dimensions

Readers on

mendeley
255 Mendeley
citeulike
1 CiteULike
Title
Not Worth the Fuss After All? Cross-sectional and Prospective Data on Violent Video Game Influences on Aggression, Visuospatial Cognition and Mathematics Ability in a Sample of Youth
Published in
Journal of Youth and Adolescence, August 2012
DOI 10.1007/s10964-012-9803-6
Pubmed ID
Authors

Christopher J. Ferguson, Adolfo Garza, Jessica Jerabeck, Raul Ramos, Mariza Galindo

Abstract

The United States Supreme Court's recent decision relating to violent video games revealed divisions within the scientific community about the potential for negative effects of such games as well as the need for more, higher quality research. Scholars also have debated the potential for violent games to have positive effects such as on visuospatial cognition or math ability. The current study sought to extend previous literature by using well-validated clinical outcome measures for relevant constructs, which have generally been lacking in past research. Cross-section data on aggression, visuospatial cognition, and math achievement were available for a sample of 333 (51.7 % female) mostly Hispanic youth (mean age = 12.76). Prospective 1-year data on aggression and school GPA were available for 143 (46.2 % female) of those youth. Results from both sets of analysis revealed that exposure to violent game had neither short-term nor long-term predictive influences on either positive or negative outcomes. A developmental analysis of the cross-sectional data revealed that results did not differ across age categories of older children, preadolescents or adolescents. Analysis of effect sizes largely ruled out Type II error as a possible explanation for null results. Suggestions for new directions in the field of video game research are proffered.

X Demographics

X Demographics

The data shown below were collected from the profiles of 23 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 255 Mendeley readers of this research output. Click here to see the associated Mendeley record.

Geographical breakdown

Country Count As %
United States 3 1%
Germany 2 <1%
Australia 2 <1%
Brazil 2 <1%
Switzerland 1 <1%
Netherlands 1 <1%
Sweden 1 <1%
Indonesia 1 <1%
Canada 1 <1%
Other 3 1%
Unknown 238 93%

Demographic breakdown

Readers by professional status Count As %
Student > Bachelor 53 21%
Student > Master 43 17%
Student > Ph. D. Student 37 15%
Researcher 21 8%
Student > Doctoral Student 15 6%
Other 38 15%
Unknown 48 19%
Readers by discipline Count As %
Psychology 90 35%
Social Sciences 34 13%
Medicine and Dentistry 15 6%
Computer Science 9 4%
Sports and Recreations 6 2%
Other 39 15%
Unknown 62 24%
Attention Score in Context

Attention Score in Context

This research output has an Altmetric Attention Score of 37. 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 04 October 2023.
All research outputs
#1,096,116
of 25,621,213 outputs
Outputs from Journal of Youth and Adolescence
#180
of 1,918 outputs
Outputs of similar age
#6,029
of 185,463 outputs
Outputs of similar age from Journal of Youth and Adolescence
#1
of 26 outputs
Altmetric has tracked 25,621,213 research outputs across all sources so far. Compared to these this one has done particularly well and is in the 95th percentile: it's in the top 5% of all research outputs ever tracked by Altmetric.
So far Altmetric has tracked 1,918 research outputs from this source. They typically receive a lot more attention than average, with a mean Attention Score of 16.3. This one has done particularly well, scoring higher than 90% 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 185,463 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 96% of its contemporaries.
We're also able to compare this research output to 26 others from the same source and published within six weeks on either side of this one. This one has done particularly well, scoring higher than 99% of its contemporaries.