000 | 01598nam a22002537a 4500 | ||
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003 | ZW-GwMSU | ||
005 | 20240305082429.0 | ||
008 | 240305b |||||||| |||| 00| 0 eng d | ||
022 | _a00222186 | ||
040 |
_aMSU _bEnglish _cMSU _erda |
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050 | _aHB73 JOU | ||
100 | 1 |
_aWard, Michael R. _eauthor |
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245 | 1 | 0 |
_aVideo games and adolescent _cby Michael Ward |
264 |
_aChicago: _bUniveristy of Chicago Press; _c2010. |
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336 |
_2rdacontent _atext _btxt |
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337 |
_2rdamedia _aunmediated _bn |
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338 |
_2rdacarrier _avolume _bnc |
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440 |
_aJournal of law and economics _vVolume 53, number 3 |
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520 | _aPsychologists have found positive correlations between playing violent video games and violent and antisocial attitudes. However, these studies typically do not control for other covariates, particularly sex, that are known to be associated with both video game play and aggression. This study exploits the Youth Risk Behavior Survey, which includes questions on video game play and fighting as well as basic demographic information. With both parametric and nonparametric estimators, as there is accounting for more demographic covariates, the video game effects become progressively weaker. The overall link between video games and fighting is modest and not statistically significant. The remaining positive association appears only for individuals who play 4 or more hours per day. | ||
650 |
_aVideo games _xYouth risky behavior _zUnited States |
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650 |
_aAntisocial attitudes _xVideo games _zUnited States |
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856 | _uhttps://doi.org/10.1086/605509 | ||
942 |
_2lcc _cJA |
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999 |
_c164095 _d164095 |