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Is Playing Violent Video Games a Risk Factor for Aggressive Behaviour? Adding Narcissism, Self-esteem and PEGI Ratings to the Debate

Olejarnik, Szymon; Romano, Daniela; (2023) Is Playing Violent Video Games a Risk Factor for Aggressive Behaviour? Adding Narcissism, Self-esteem and PEGI Ratings to the Debate. Frontiers in Psychology , 14 , Article 1155807. 10.3389/fpsyg.2023.1155807. Green open access

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Abstract

Introduction: Aggressive behaviour is a challenge for society. There continues to be considerable debate over whether the consumption of violent video games affects aggression, as violent video game content has become more accessible in recent years due to the growing use of online distribution platforms. Personality traits often linked to aggression, such as narcissism and self-esteem, have been considered in the context of violent video game play and their relationship with aggression. Methods: We surveyed an international population of 166 game players on their personality traits and their three favourite video game choices, which were classified as violent or non-violent, using Pan European Game Information (PEGI) 16 and 18 ratings. Results: We found that violent video game choice is a predictor of verbal aggression alongside narcissism, and hostility alongside self-esteem. A categorical regression highlighted the desire to impersonate society’s undesirable role models (e.g., ‘be a thief or a killer’) as one of the motivations for aggression and violent video game choice. Discussion: These findings show that video game violence should be considered a risk factor for aggression, as in other violent media, as it provides a social reinforcement of aggressive behaviour and observational learning of aggressive models, calling for the introduction of stricter online age verification procedures on online game platforms to safeguard children from violent video game content; and increased use of parental controls on content fruition. More granularity should be considered in the PEGI classifications.

Type: Article
Title: Is Playing Violent Video Games a Risk Factor for Aggressive Behaviour? Adding Narcissism, Self-esteem and PEGI Ratings to the Debate
Open access status: An open access version is available from UCL Discovery
DOI: 10.3389/fpsyg.2023.1155807
Publisher version: http://doi.org/10.3389/fpsyg.2023.1155807
Language: English
Additional information: Copyright © 2023 Olejarnik and Romano. This is an open-access article distributed under the terms of the Creative Commons Attribution License (CC BY). The use, distribution or reproduction in other forums is permitted, provided the original author(s) and the copyright owner(s) are credited and that the original publication in this journal is cited, in accordance with accepted academic practice. No use, distribution or reproduction is permitted which does not comply with these terms.
Keywords: aggressive behaviour, violent video games, narcissism, self-esteem, social psychology
UCL classification: UCL
UCL > Provost and Vice Provost Offices > School of Life and Medical Sciences
UCL > Provost and Vice Provost Offices > School of Life and Medical Sciences > Faculty of Brain Sciences
UCL > Provost and Vice Provost Offices > School of Life and Medical Sciences > Faculty of Brain Sciences > Div of Psychology and Lang Sciences
URI: https://discovery.ucl.ac.uk/id/eprint/10172731
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