# Przybylski and Weinstein (2019)
<p>precautionary principle: "an approach to mitigating societal harm that puts protections in place when there is a plausible risk."</p>
<h4>general aggression model(GAM)</h4>
<p>positive correlation: "... an appetitive social learning theory that proposes that <span style="color: #339966;">repeated exposure to violent media</span> increases<span style="color: #339966;"> the accessibility of aggressive thoughts</span>, which in turn increases the probability of aggressive cognitive schema, emotions and behaviour."</p>
<p>" motivation research indicates many factors key to understanding games are often overlooked by GAM researchers, such as the observation that aggressive individuals gravitate towards violent games"</p>
<p>"violent games might foment player aggression in experimental studies not because they prime aggressive cognitive schema, but rather that they frustrate the basic psychological need for competence "</p>
<h4>Meta-analytic studies of GAM</h4>
<p>across 37 studies, n=29113</p>
<p>excluded <span style="color: #800080;">publication bias</span> r = 0.21 95%CI [0.2 -0.22]</p>
<p><span style="color: #800080;">measurement flexibility</span> among studies ~ Effects of Digital Gaming on Children and Teenagers in Singapore project </p>
<p>"violent gaming effects research relies on self-reported data entirely provided by young people. " -> why this study collected caregivers' data. " <span style="color: #800080;"><em>mischievous responding</em></span>—a phenomenon in which research participants exaggerate their responses by selecting extreme, and sometimes implausible, response options when providing self-report data."</p>
<p>Over numbers of computational approaches on lab task(competitive reaction time task)</p>
<p> </p>
<h4>Hypothesis based on literature</h4>
<p>"time spent playing violent video games is positively associated with adolescents’ everyday behavioural aggression"</p>
<p>"the significance, direction and effects sizes observed between video game engagement, operationalized as time spent playing violent video games, and aggressive behaviour, operationalized using carer reports of adolescents’ aggression."</p>
###### tags: `EXPPSY_Book`