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Exposure to Gun Violence in Video Games Increases Interest in Real Guns

Effect of Exposure to Gun Violence in Video Games on Children's Interest in Real Guns: A Randomized Clinical Trial

Status
Completed
Phases
NA
Study type
Interventional
Source
ClinicalTrials.gov
Registry ID
NCT03259139
Enrollment
250
Registered
2017-08-23
Start date
2017-07-01
Completion date
2018-08-24
Last updated
2020-05-11

For informational purposes only — not medical advice. Sourced from public registries and may not reflect the latest updates. Terms

Conditions

Adolescent Behavior, Psychology, Social

Keywords

adolescent, gun, violence, media

Brief summary

More American children die by accidental gun use than children in other developed countries. One factor that can influence children's interest in guns is exposure to media containing guns. The objective of this study is to test whether children who play a video game containing guns will handle a real gun longer, will pull the trigger more times, and pull the trigger while pointing the gun at themselves or another than children who see the same movie without guns.

Detailed description

The design will be a 2 (player vs. observer) x 3 (nonviolent, violent with sword, violent with gun) between-subjects study. Participants will randomly be assigned to conditions. Participants will be tested in pairs. The participant in the player condition will play a video game while the participant in the watcher condition will watch. The participants will be in the same room, seated next to each other. Video games will be chosen for the three conditions which have no violent content (nonviolent condition), violent content with a sword as a weapon for the player (violent with sword condition), and violent content with a gun as a weapon (violent with gun condition). All games chosen will be age appropriate (rated E) and have a consistent perspective (i.e., 1st person or 3rd person) between conditions. Participants will be asked how familiar they are with the video game used to control for experience with the stimulus. Gameplay will last for 20 minutes. The measures for experiment 3 will include the media habits, aggressive behavior, attitude toward guns, and guns in the home measures listed for experiment 1. In addition, parents will be asked if their children have taken a gun safety course and a behavioral measure will be whether or not children handle a real (but non-firing) gun and whether they pull the trigger. Participants will be tested in pairs, with a sibling or friend. Participants will be placed in a room containing toys, with a camera on the wall. Participants will be told that they can play with any of the toys in the room for the next 20 minutes. The toys will be placed will be placed in drawers inside a cabinet. Inside the room, two brightly colored plastic Nerf dart guns and two handguns will be placed in separate drawers, as in previous research. The handguns will be modified so they cannot fire. Inside the magazine, the handguns contain no bullets. They do, however, contain a sensor that counts the number of times the trigger is depressed with sufficient force to discharge the weapon. This allows us to distinguish reliably the children who pull the trigger from those who only handle the gun. Parents will be asked to predict whether their child will handle the real gun and pull the trigger. The researcher and the parents will be able to watch the session via a monitor in a control room. A thorough debriefing will follow (see attachment). The investigators also have received letters of support from the Director of the School of Communication and from the Chief of Police (see attachments). The investigators predict the highest levels of playing with guns and firing them among participants who see a violent clip containing guns.

Interventions

BEHAVIORALVideo games and violence

Participants will be randomly assigned to play a video game which contains either (1) no violent content, (2) violent content with swords, or (3) violent content with guns. The game, rated E, is age appropriate and modded to include guns in the appropriate condition.

Sponsors

Ohio State University
Lead SponsorOTHER

Study design

Allocation
RANDOMIZED
Intervention model
FACTORIAL
Primary purpose
OTHER
Masking
SINGLE (Subject)

Masking description

Participants did not know which condition they were in. Participants' parents were aware of the deception (hidden guns) and what condition their children were in. Research personnel knew conditions as well. Research assistants who transcribed recorded laboratory sessions did not know what condition they were coding (eg. what type of game they played)

Intervention model description

Participants are randomly assigned to play a non-violent video game, a violent video game containing swords, or a violent video game containing guns.

Eligibility

Sex/Gender
ALL
Age
8 Years to 12 Years
Healthy volunteers
Yes

Inclusion criteria

* Age 8-12yrs, had not participated in study prior, was able to schedule participation with a known peer (8-12yo).

Exclusion criteria

* Younger than 8yo, older than 12yo, had participated in study prior, could not schedule participation with a known peer (8-12yo)

Design outcomes

Primary

MeasureTime frameDescription
Number of Trigger Pulls Aimed at Self or Other20 minute play sessionTrigger pulls while the firearm is aimed at the child holding the firearm or the other participant.
Time Spent Holding Gun20 minute play sessionTime (in seconds) participant spent holding the real firearm during the play session
Number of Trigger Pulls20 minute play sessionNumber of times participant pulled trigger of real firearm during the play session

Countries

United States

Participant flow

Pre-assignment details

Participants were both randomly assigned to condition (i.e. non-violent, sword, gun conditions) and to be either a player or watcher.

Participants by arm

ArmCount
Experimental: Violence With Guns (Player)
Participants in this condition will play a video game with violent content which includes guns. Video games and violence: Participants will be randomly assigned to play a video game which contains either (1) no violent content, (2) violent content with swords, or (3) violent content with guns. The game, rated E, is age appropriate and modded to include guns in the appropriate condition.
38
Experimental: Violence With Guns (Watcher)
Participants in this condition will watch a video game with violent content which includes guns. Video games and violence: Participants will be randomly assigned to play a video game which contains either (1) no violent content, (2) violent content with swords, or (3) violent content with guns. The game, rated E, is age appropriate and modded to include guns in the appropriate condition.
38
Experimental: Violence Without Guns (Player)
Participants in this condition will play a video game with violent content which does not include guns. Instead, the violence will include weapons such as swords. Video games and violence: Participants will be randomly assigned to play a video game which contains either (1) no violent content, (2) violent content with swords, or (3) violent content with guns. The game, rated E, is age appropriate and modded to include guns in the appropriate condition.
37
Experimental: Violence Without Guns (Watcher)
Participants in this condition will watch a video game with violent content which does not include guns. Instead, the violence will include weapons such as swords. Video games and violence: Participants will be randomly assigned to play a video game which contains either (1) no violent content, (2) violent content with swords, or (3) violent content with guns. The game, rated E, is age appropriate and modded to include guns in the appropriate condition.
37
Control: No Violence (Player)
Participants in this condition will play a video game which contains no violent content or weapons. Video games and violence: Participants will be randomly assigned to play a video game which contains either (1) no violent content, (2) violent content with swords, or (3) violent content with guns. The game, rated E, is age appropriate and modded to include guns in the appropriate condition.
35
Control: No Violence (Watcher)
Participants in this condition will watch a video game which contains no violent content or weapons. Video games and violence: Participants will be randomly assigned to play a video game which contains either (1) no violent content, (2) violent content with swords, or (3) violent content with guns. The game, rated E, is age appropriate and modded to include guns in the appropriate condition.
35
Total220

Baseline characteristics

CharacteristicExperimental: Violence With Guns (Player)Experimental: Violence With Guns (Watcher)Experimental: Violence Without Guns (Player)Experimental: Violence Without Guns (Watcher)Control: No Violence (Player)Control: No Violence (Watcher)Total
Age, Continuous9.66 years
STANDARD_DEVIATION 1.6
10.08 years
STANDARD_DEVIATION 1.5
9.97 years
STANDARD_DEVIATION 1.21
9.95 years
STANDARD_DEVIATION 1.41
9.88 years
STANDARD_DEVIATION 1.4
9.82 years
STANDARD_DEVIATION 1.36
9.94 years
STANDARD_DEVIATION 1.45
Race/Ethnicity, Customized
Asian
1 Participants1 Participants0 Participants1 Participants0 Participants0 Participants3 Participants
Race/Ethnicity, Customized
Black
4 Participants4 Participants5 Participants3 Participants5 Participants4 Participants25 Participants
Race/Ethnicity, Customized
Latino
0 Participants0 Participants1 Participants2 Participants0 Participants2 Participants5 Participants
Race/Ethnicity, Customized
Mixed race or other
5 Participants5 Participants3 Participants5 Participants3 Participants2 Participants23 Participants
Race/Ethnicity, Customized
White
28 Participants28 Participants28 Participants26 Participants26 Participants27 Participants163 Participants
Region of Enrollment
United States
38 Participants38 Participants37 Participants37 Participants35 Participants35 Participants220 Participants
Sex: Female, Male
Female
16 Participants15 Participants11 Participants15 Participants13 Participants21 Participants91 Participants
Sex: Female, Male
Male
22 Participants23 Participants26 Participants22 Participants22 Participants14 Participants129 Participants

Adverse events

Event typeEG000
affected / at risk
EG001
affected / at risk
EG002
affected / at risk
EG003
affected / at risk
EG004
affected / at risk
EG005
affected / at risk
deaths
Total, all-cause mortality
0 / 380 / 380 / 370 / 370 / 350 / 35
other
Total, other adverse events
0 / 380 / 380 / 370 / 370 / 350 / 35
serious
Total, serious adverse events
0 / 380 / 380 / 370 / 370 / 350 / 35

Outcome results

Primary

Number of Trigger Pulls

Number of times participant pulled trigger of real firearm during the play session

Time frame: 20 minute play session

Population: NOTE: players and observers were collapsed into a single category for analysis

ArmMeasureValue (MEAN)Dispersion
Control: No Violence (Player)Number of Trigger Pulls2.31 Number of trigger pullsStandard Error 1.6
Control: No Violence (Watcher)Number of Trigger Pulls1.97 Number of trigger pullsStandard Error 1.2
Experimental: Violence Without Guns (Player)Number of Trigger Pulls4.19 Number of trigger pullsStandard Error 1.74
Experimental: Violence Without Guns (Watcher)Number of Trigger Pulls2.22 Number of trigger pullsStandard Error 1.45
Experimental: Violence With Guns (Player)Number of Trigger Pulls6.45 Number of trigger pullsStandard Error 2.6
Experimental: Violence With Guns (Watcher)Number of Trigger Pulls8.79 Number of trigger pullsStandard Error 3.38
Primary

Number of Trigger Pulls Aimed at Self or Other

Trigger pulls while the firearm is aimed at the child holding the firearm or the other participant.

Time frame: 20 minute play session

Population: NOTE: players and observers were collapsed into a single category for analysis

ArmMeasureValue (MEAN)Dispersion
Control: No Violence (Player)Number of Trigger Pulls Aimed at Self or Other0.20 Number of trigger pullsStandard Error 0.2
Control: No Violence (Watcher)Number of Trigger Pulls Aimed at Self or Other0.09 Number of trigger pullsStandard Error 0.09
Experimental: Violence Without Guns (Player)Number of Trigger Pulls Aimed at Self or Other1.97 Number of trigger pullsStandard Error 1.22
Experimental: Violence Without Guns (Watcher)Number of Trigger Pulls Aimed at Self or Other0.84 Number of trigger pullsStandard Error 0.53
Experimental: Violence With Guns (Player)Number of Trigger Pulls Aimed at Self or Other2.42 Number of trigger pullsStandard Error 1.17
Experimental: Violence With Guns (Watcher)Number of Trigger Pulls Aimed at Self or Other3.68 Number of trigger pullsStandard Error 1.74
Primary

Time Spent Holding Gun

Time (in seconds) participant spent holding the real firearm during the play session

Time frame: 20 minute play session

Population: NOTE: players and observers were collapsed into a single category for analysis

ArmMeasureValue (MEAN)Dispersion
Control: No Violence (Player)Time Spent Holding Gun29.57 SecondsStandard Error 15.28
Control: No Violence (Watcher)Time Spent Holding Gun21.14 SecondsStandard Error 10.92
Experimental: Violence Without Guns (Player)Time Spent Holding Gun82.86 SecondsStandard Error 25.79
Experimental: Violence Without Guns (Watcher)Time Spent Holding Gun48.62 SecondsStandard Error 24.77
Experimental: Violence With Guns (Player)Time Spent Holding Gun61.52 SecondsStandard Error 17.77
Experimental: Violence With Guns (Watcher)Time Spent Holding Gun68.40 SecondsStandard Error 17.59

Source: ClinicalTrials.gov · Data processed: Feb 21, 2026