Video gaming has experienced explosive growth globally, with a significant portion of players residing in the Middle East and Africa. Concerns have been raised about potential negative effects, particularly the link between violent video games and aggressive behavior in young people. While some studies suggest a minimal impact, others indicate a correlation between violent video game exposure and increased aggression, hostile behavior, and reduced prosocial behavior. This association is further complicated by factors such as the duration of gameplay and the specific genre of games played. This systematic review aims to address the gap in knowledge by systematically reviewing the literature on the association between video games and violence among children and adolescents specifically within the Arab world, considering factors like duration of play, game genre, and other potential mediating variables.
Literature Review
Existing research on the relationship between video games and aggression presents mixed findings. Some studies demonstrate a correlation between violent video game exposure and increased aggression, while others find no significant association. Factors like age, gender, and the duration of playtime are frequently explored as potential mediators. A significant amount of research has focused on Western populations; this review aims to examine the issue within the context of the Arab world, where research in this area is currently limited.
Methodology
This systematic review followed a rigorous methodology. A comprehensive search was conducted across PubMed and Web of Science databases in November 2021 and June 2022 using keywords related to violence, video games, and Arab countries. The search yielded 57 articles initially, with nine meeting the inclusion criteria: studies assessing the association between video games and violence among children and adolescents in Arab countries, published in English. Two researchers independently screened the articles, resolving any discrepancies with a third researcher. Data extraction focused on study characteristics (authors, year, setting, design, tools), population (age, sex), and results (aggression, association with video games, game genre, duration of play, and associated risk factors).
Key Findings
Nine studies, encompassing 2875 participants across five Arab countries (primarily Saudi Arabia), were included. Five studies found a significant association between video game playing and aggression. Across several studies, longer durations of gameplay were associated with a higher risk of aggression. Males and early adolescents (10-12 years) demonstrated higher rates of aggression. The type of game played also played a role, with preferences for violent or action/adventure games correlating with increased aggression. Playing video games with brothers was linked to a higher risk of aggression compared to playing alone or with friends. Some studies noted a link between gaming in internet cafes and increased aggression or risky behaviors like traffic violations. However, inconsistencies exist. One study found no significant association between violent video game exposure and aggression, possibly due to the confounding effects of community violence in the study setting. The devices used varied, with PlayStation, smartphones and iPads being commonly reported.
Discussion
The inconsistent findings regarding the association between video games and violence highlight the complexity of this relationship and the need for more nuanced research. The observed associations might be influenced by various factors, including the type of video games played, the amount of time spent playing, and individual characteristics. The prevalence of aggression among males and early adolescents warrants further investigation into developmental and gender-related influences. While this review identifies a possible association, observational study designs limit the ability to establish causality. The limitations in standardization across studies underscore the need for more robust research using validated measures. Future studies might explore the mediating roles of family dynamics, sociocultural factors, and pre-existing vulnerabilities in shaping the relationship between video game exposure and aggression.
Conclusion
This systematic review reveals inconsistent findings regarding the association between video games and violence among children and adolescents in the Arab world. While some studies indicate a correlation, particularly with increased playtime and preference for violent genres, inconsistencies highlight the need for further investigation with standardized methodologies. Future research should employ larger sample sizes, longitudinal designs, and validated measures to clarify the complex relationship and inform effective interventions.
Limitations
The main limitation is the small number of studies conducted in a limited number of Arab countries, restricting the generalizability of the findings. The reliance on cross-sectional, questionnaire-based studies raises concerns about self-reporting biases and the potential influence of confounding factors. The lack of standardized measures for assessing video game use and aggression further limits the comparability of results. Furthermore, some studies measured exposure to media violence generally, rather than focusing specifically on video games.
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