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How peer influence mediates the effects of video games playing on adolescents’ aggressive behavior

Research output: Journal Publications and ReviewsRGC 21 - Publication in refereed journalpeer-review

Abstract

This study empirically examined a theory-driven model, testing the direct and indirect effects of video game playing on adolescents’ aggressive behavior. The framework was established on the influence of presumed influence model. This framework was tested with a nationally representative dataset of adolescents from the China Education Panel Survey. Results showed that adolescents’ video game playing was both directly and indirectly associated with their aggressive behavior. The indirect effect on adolescents’ aggressive behavior was mediated by their perceptions of the peer norms for playing video games and the peer norms for aggression. These indirect and under-explored paths have several practical implications for education practitioners.
Original languageEnglish
Article number106225
JournalChildren and Youth Services Review
Volume130
Online published24 Aug 2021
DOIs
Publication statusPublished - Nov 2021

UN SDGs

This output contributes to the following UN Sustainable Development Goals (SDGs)

  1. SDG 16 - Peace, Justice and Strong Institutions
    SDG 16 Peace, Justice and Strong Institutions

Research Keywords

  • Adolescents
  • Aggression
  • China
  • Peer norms
  • The influence of presumed influence
  • Video game playing

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