NCT03259139

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

87
On Track

Trial Health Score

Automated assessment based on enrollment pace, timeline, and geographic reach

Enrollment
250

participants targeted

Target at P75+ for not_applicable

Timeline
Completed

Started Jul 2017

Geographic Reach
1 country

1 active site

Status
completed

Health score is calculated from publicly available data and should be used for screening purposes only.

Trial Relationships

Click on a node to explore related trials.

Study Timeline

Key milestones and dates

Study Start

First participant enrolled

July 1, 2017

Completed
21 days until next milestone

First Submitted

Initial submission to the registry

July 22, 2017

Completed
1 month until next milestone

First Posted

Study publicly available on registry

August 23, 2017

Completed
1 year until next milestone

Primary Completion

Last participant's last visit for primary outcome

August 24, 2018

Completed
Same day until next milestone

Study Completion

Last participant's last visit for all outcomes

August 24, 2018

Completed
1.7 years until next milestone

Results Posted

Study results publicly available

May 11, 2020

Completed
Last Updated

May 11, 2020

Status Verified

April 1, 2020

Enrollment Period

1.1 years

First QC Date

July 22, 2017

Results QC Date

June 25, 2019

Last Update Submit

April 28, 2020

Conditions

Keywords

adolescentgunviolencemedia

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

EXPERIMENTAL

Participants in this condition will play a video game with violent content which includes guns.

Behavioral: Video games and violence

Experimental: Violence without guns

EXPERIMENTAL

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.

Behavioral: Video games and violence

Control: No violence

OTHER

Participants in this condition will play a video game which contains no violent content or weapons.

Behavioral: Video games and violence

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.

Control: No violenceExperimental: Violence with gunsExperimental: Violence without guns

Eligibility Criteria

Age8 Years - 12 Years
Sexall
Healthy VolunteersYes
Age GroupsChild (0-17)

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

Location

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.

MeSH Terms

Conditions

Adolescent Behavior

Condition Hierarchy (Ancestors)

Behavior

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

Locations