In a new research it has been highlighted that violence in video games or on television is not related to youth violence.
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They were interviewed twice - once at the start of the study and again 12 months later. Ferguson looked at their exposure to violence both in video games and on television as well as negative life events, including neighborhood problems, negative relationships with adults, antisocial personality, family attachment, and delinquent peers.
He also assessed the styles of family interaction and communication, adolescents' exposure to domestic violence, depressive symptoms, serious aggression, bullying and delinquent behavior.
His analysis show that 75 percent of young people played video games within the past month on computers, consoles or other devices, and 40 percent played games with violent content. Boys were more likely than girls to play violent games.
One year later, 7 percent reported engaging in at least one criminally violent act during the previous 12 months, the most common being physical assaults on other students or using physical force to take an object or money from another person. Nineteen percent reported engaging in at least one nonviolent crime during the same period, with shoplifting and thefts on school property at the top of the list.
In addition, Ferguson found that depressive symptoms were a strong predictor for youth aggression and rule breaking, and their influence was particularly severe for those who had preexisting antisocial personality traits.
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Ferguson concluded: "Depressive symptoms stand out as particularly strong predictors of youth violence and aggression, and therefore current levels of depression may be a key variable of interest in the prevention of serious aggression in youth.
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The findings have been published online in Springer's Journal of Youth and Adolescence.
Source-ANI