Effects of Video Games on Aggressive as well as Positive Social Behavior of Children

  • IHORI Nobuko
    Graduate School of the Humanities and Sciences, Ochanomizu University
  • SAKAMOTO Akira
    Graduate School of the Humanities and Sciences, Ochanomizu University
  • SHIBUYA Akiko
    Institute for media and communications research, KeioUniversity
  • YUKAWA Shintaro
    Graduate School of Comprehensive Human Sciences, University of Tsukuba

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Other Title
  • テレビゲームが子どもの攻撃行動および向社会的行動に及ぼす影響
  • テレビゲームが子どもの攻撃行動および向社会的行動に及ぼす影響--小学生を対象にしたパネル研究
  • テレビ ゲーム ガ コドモ ノ コウゲキ コウドウ オヨビ コウ シャカイテキ コウドウ ニ オヨボス エイキョウ ショウガクセイ オ タイショウ ニ シタ パネル ケンキュウ
  • A Panel Study with Elementary School Students
  • 小学生を対象にしたパネル研究

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We conducted a panel study with elementary school students in order to examine the effects of video games on children. We conducted two surveys, one measuring the amount children use video games, exposure to certain types of scenes, and preference for types of games, while the other measured the level of their aggressive behavior and positive social behavior. The result of cross-lagged effects model analysis suggested that boys' positive social behavior tended to be suppressed as they used video games more on weekdays. Also, for all the participants as a whole and for boys, their positive social behavior was promoted more as they were exposed to more positive social scenes, or they indicated stronger preference for non-violent games, while their positive social behavior was suppressed more as they indicated stronger peference for violent games.


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