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
1 other identifier
interventional
250
1 country
1
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.
Trial Health
Trial Health Score
Automated assessment based on enrollment pace, timeline, and geographic reach
participants targeted
Target at P75+ for not_applicable
Started Jul 2017
1 active site
Health score is calculated from publicly available data and should be used for screening purposes only.
Trial Relationships
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Study Timeline
Key milestones and dates
Study Start
First participant enrolled
July 1, 2017
CompletedFirst Submitted
Initial submission to the registry
July 22, 2017
CompletedFirst Posted
Study publicly available on registry
August 23, 2017
CompletedPrimary Completion
Last participant's last visit for primary outcome
August 24, 2018
CompletedStudy Completion
Last participant's last visit for all outcomes
August 24, 2018
CompletedResults Posted
Study results publicly available
May 11, 2020
CompletedMay 11, 2020
April 1, 2020
1.1 years
July 22, 2017
June 25, 2019
April 28, 2020
Conditions
Keywords
Outcome Measures
Primary Outcomes (3)
Time Spent Holding Gun
Time (in seconds) participant spent holding the real firearm during the play session
20 minute play session
Number of Trigger Pulls
Number of times participant pulled trigger of real firearm during the play session
20 minute play session
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.
20 minute play session
Study Arms (3)
Experimental: Violence with guns
EXPERIMENTALParticipants in this condition will play a video game with violent content which includes guns.
Experimental: Violence without guns
EXPERIMENTALParticipants 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.
Control: No violence
OTHERParticipants in this condition will play a video game which contains no violent content or weapons.
Interventions
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.
Eligibility Criteria
You may qualify if:
- Age 8-12yrs, had not participated in study prior, was able to schedule participation with a known peer (8-12yo).
You may not qualify if:
- Younger than 8yo, older than 12yo, had participated in study prior, could not schedule participation with a known peer (8-12yo)
Contact the study team to confirm eligibility.
Sponsors & Collaborators
Study Sites (1)
Ohio State University
Columbus, Ohio, 43210, United States
Related Publications (1)
Chang JH, Bushman BJ. Effect of Exposure to Gun Violence in Video Games on Children's Dangerous Behavior With Real Guns: A Randomized Clinical Trial. JAMA Netw Open. 2019 May 3;2(5):e194319. doi: 10.1001/jamanetworkopen.2019.4319.
PMID: 31150072DERIVED
MeSH Terms
Conditions
Condition Hierarchy (Ancestors)
Limitations and Caveats
Study setting was in a lab, i.e. not a natural setting, which may have caused subjects to be more likely to not think the guns are real. The game used was not very violent due to ethical reasons, so the effects may be larger with more violent games.
Results Point of Contact
- Title
- Dr. Brad Bushman
- Organization
- The Ohio State University
Publication Agreements
- PI is Sponsor Employee
- Yes
Study Design
- Study Type
- interventional
- Phase
- not applicable
- Allocation
- RANDOMIZED
- Masking
- SINGLE
- Who Masked
- PARTICIPANT
- Masking Details
- 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)
- Purpose
- OTHER
- Intervention Model
- FACTORIAL
- Sponsor Type
- OTHER
- Responsible Party
- PRINCIPAL INVESTIGATOR
- PI Title
- Professor of Communication & Psychology
Study Record Dates
First Submitted
July 22, 2017
First Posted
August 23, 2017
Study Start
July 1, 2017
Primary Completion
August 24, 2018
Study Completion
August 24, 2018
Last Updated
May 11, 2020
Results First Posted
May 11, 2020
Record last verified: 2020-04