![]() Three groups of individuals emerged: high initial violence (4 percent), moderate (23 percent), and low increasers (73 percent). The current study used a person-centered approach to examine trajectories, predictors, and outcomes of violent video game play over a 10-year period. However, longitudinal research is rare, and existing studies have allowed little room for individual variability in the trajectories of violent video game play. ![]() A host of studies have examined the impact of playing violent video games on aggressive behavior.
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