# 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. " -&gt; 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`