Predictores de la agresión en videojuegos de consola

Contenido principal del artículo

Anthony Martin Bean
Lauren Ferro

Resumen

Este estudio fue diseñado para investigar los niveles de agresión en estudiantes universitarios de la región noreste de los Estados Unidos después de la exposición a videojuegos. 59 participantes jugaron a un videojuego asignado, Mortal Kombat en Nintendo Wii o Halo 2 en Xbox, durante 45 minutos con un compañero. Se emplearon doce pruebas t (alfa ajustado a 0.004) y tres regresiones lineales múltiples para explorar la diferencia de niveles de agresión en género, videojuegos violentos y predictores de la agresión. Los resultados no mostraron diferencias en agresión a lo largo de las doce pruebas t para las tres variables de agresión (física, verbal y general) pre y post-tests para género o videojuego violento jugado. Además, no se halló soporte sugiriendo que los videojuegos violentos, el género y el tiempo dedicado a jugar videojuegos causen agresión. De hecho, el único resultado significativo encontrado para predecir la agresión fueron las puntuaciones pre-agresión en las tres áreas medidas, sugiriendo la necesidad de un control adecuado de las variables y que la agresión puede ser pre-existente en el individuo y no causada por videojuegos violentos.

Detalles del artículo

Cómo citar
Predictores de la agresión en videojuegos de consola. (2016). Revista Argentina De Ciencias Del Comportamiento, 8(1), 61-70. https://doi.org/10.32348/1852.4206.v8.n1.10954
Sección
Sección especial: Videojuegos y cognición
Biografía del autor/a

Anthony Martin Bean, Framingham State University. Navarro College

Adjunct Psychology Professor

Cómo citar

Predictores de la agresión en videojuegos de consola. (2016). Revista Argentina De Ciencias Del Comportamiento, 8(1), 61-70. https://doi.org/10.32348/1852.4206.v8.n1.10954

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