Evidence map›Paper›PMID 31765836›Full record

ArticleJournal of psychiatric research2020

Differences in associations between problematic video-gaming, video-gaming duration, and weapon-related and physically violent behaviors in adolescents.

Zu Wei Zhai, Rani A Hoff, Jordan C Howell, Jeremy Wampler, Suchitra Krishnan-Sarin, Marc N Potenza

Open access · greenAbstract read
In one paragraph

Article in Journal of psychiatric research, 2020. The graph could read no effect estimate from its abstract, so it casts no vote on the map. Cited by 9 papers.

0numbers the graph read from it
0cells of the map it votes in
9citing papers in PubMed
10.6field-weighted citation impact, top 2% of its field
1 · What the graph read from it

What it found

Each row is one number read from the abstract, on the scale the paper reported it, with its interval. Left of the dashed line favours the treatment, right favours the comparator. Under each row is the sentence it came from. New to these charts? A ten-minute tutorial.

The abstract states no effect estimate the extractor could read, or names no intervention and outcome on the map, so this paper lights no cell and moves no belief. It is still indexed, cited and linked below.

2 · The registry

The trial behind it

Trials whose registry record cites this paper, or whose number appears in the abstract. A trial that started after this paper was published is citing it as background, not reporting it.

Neither the registry nor the abstract names a trial number. If this is a trial report, that itself is worth knowing.

3 · Its place in the literature

Who cites it

9 citing papers in PubMed, 31 citations in OpenAlex.

  1. Article
  2. Article
  3. Article
  4. Article
  5. Article
  6. Article
  7. Article
  8. Article
  9. Article
4 · The record

Corrections and comments

PubMed lists nothing against this paper. Absence here is not a guarantee, only a check that was made.

5 · Who and what money

Authors and funding

6 authors at 3 institutions in 1 country.

Zu Wei ZhaiDepartment of Psychology, Middlebury College, Middlebury, VT, 05753, United States. Electronic address: zuweiz@middlebury.edu.
Rani A HoffDepartment of Psychiatry, Yale School of Medicine, New Haven, CT, 06510, United States. Electronic address: rani.desai@yale.edu.
Jordan C HowellDepartment of Psychology, Middlebury College, Middlebury, VT, 05753, United States. Electronic address: jhowell@middlebury.edu.
Jeremy WamplerProblem Gambling Services, Middletown, CT, 06457, United States. Electronic address: Jeremy.Wampler@ct.gov.
Suchitra Krishnan-SarinDepartment of Psychiatry, Yale School of Medicine, New Haven, CT, 06510, United States. Electronic address: suchitra.krishnan-sarin@yale.edu.
Marc N PotenzaDepartment of Psychiatry, Yale School of Medicine, New Haven, CT, 06510, United States; The Connecticut Council on Problem Gambling, Wethersfield, CT, 06109, United States; The Connecticut Mental Health Center, New Haven, CT, 06519, United States; Department of Neuroscience and Child Study Center, Yale School of Medicine, New Haven, CT, 06510, United States. Electronic address: marc.potenza@yale.edu.
Middlebury College · USYale University · USConnecticut Mental Health Center · US

Funding

fMRI of Craving in Addictions: Gender DifferencesR01DA019039 · NIDA · YALE UNIVERSITY · PI POTENZA, MARC N · 2005 to 2009
$1.6M
fMRI of Stress & Self-Control in Smoking & Obesity (7 of 14)RL1AA017539 · NIAAA · YALE UNIVERSITY · PI POTENZA, MARC N · 2007 to 2011
$1.3M
NIAAA NIH HHS RL1 AA017539NIDA NIH HHS R01 DA019039
6 · The paper itself

Abstract

Seemingly mixed findings have been reported on possible relationships between video-gaming and violent or aggressive behaviors. Given the prevalence of gaming in adolescents and potential harms associated with violent behaviors, relationships between problematic gaming, gaming engagement, and risk behaviors involving weapons and physical violence require further research. This study examined in a large sample of high-school students the relationships between problem-gaming severity, gaming duration, and violence-related measures including weapon-carrying, having been threatened by someone with a weapon, perceived insecurity, physical fights and serious fights leading to injuries. Potential moderation by sensation-seeking and impulsivity was also tested. Participants were 3,896 Connecticut high-school adolescents. Chi-square, logistic regression, and moderation models were conducted. Adolescents with at-risk/problem gaming, compared to low-risk and non-gaming adolescents, reported more weapon-carrying, having been threatened with weapons, feeling unsafe at school, and serious fighting leading to injury. Among those reporting gaming, weekly time spent gaming was associated with problem-gaming severity. Those with longer (versus shorter) gaming durations were more likely to report weapon-carrying and feeling unsafe at school. Sensation-seeking moderated associations between at-risk/problem gaming and weapon-carrying frequency. Associations between gaming quantity and problem-gaming severity and measures of weapon-carrying and physical violence in adolescents suggest that understanding further their mechanistic relationships may be important in promoting safer developmental trajectories for youth. Future longitudinal studies may provide important insight into the etiologies underlying these relationships and such information may help develop more effective prevention and intervention strategies.

Indexed as

Video GamesViolenceWeaponsAdolescentAdolescent BehaviorAggressionExecutive FunctionFemaleHumansInternet Addiction DisorderMalePersonalitySeverity of Illness IndexAdolescentHigh schoolInjuryVideo gamingViolenceWeapon carrying

Identifiers

PMID31765836
PMCPMC7102509
OpenAlexW2988637640

What OpenQuestion holds

Textmetadata
LicenceTDM
Read underepoch 390

Registered trials

None linked

Read under generation 80e0d062 · epoch 390. Bibliography from PubMed, PubMed Central and OpenAlex; grants from NIH RePORTER; trial links from ClinicalTrials.gov; estimates, votes and beliefs from the OpenQuestion graph.