128 Chapter 2 Paper Country Target group N % male Age, mean (SD) Age range Intervention arms Intervention characteristics Assessments Variables measured Findings relevant for current review Ferguson & Rueda, 2010 USA Young adults 103 60.2 23.60 (5.82) 18-54 years 1. Hitman: Blood Money (antisocial violent; casual game). 2. Call of Duty 2 (prosocial violent). 3. Madden 2007 (nonviolent; casual game). 4. No-game control (passive condition). 1-3. After a frustration task, participants played one session of 45 minutes. 4. After the frustration task, participants were given a cover story and then allowed a 45-minutes ‘cooldown’ period in which they were not given any directed activity. Pre and post. Hostile feelings, depressive symptoms, aggressive behaviour (measured only at post-test); game evaluation. Video game play had no effect on aggressive behaviour. Real-life violent video game-playing history was predictive of decreased hostile feelings and decreased depression following the frustration task. Ferguson et al. 2016 USA Youth 43 67.4 15.37 (2.38) 12-18 years 1. Tomb Raider 2013 (violent; casual game). 2. FIFA (nonviolent; casual game). 1-2. One session of 45 minutes. Pre and post. State hostility, current stress/anxiety; gender and trait aggression (moderators). Hostility levels neither decreased nor increased following violent game play. Only for females, stress levels increased when playing the violent game.
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