N/A
N=250
Exposure to Gun Violence in Video Games Increases Interest in Real Guns
Psychology, Social · Adolescent Behavior
Bottom Line
View on ClinicalTrials.gov: NCT03259139 ↗Enrolled (actual)
250
Serious AEs
0.0%
Results posted
May 2020
Primary outcome: Primary: Time Spent Holding Gun — 29.57; 21.14; 82.86; 48.62 Seconds
Study Design & Population
- Study type
- Interventional
- Phase
- N/A
- Interventions
- Video games and violence (Behavioral)
- Age
- Pediatric · 8+ yrs
- Sex
- All
- Sponsor
- Ohio State University
- Primary completion
- Aug 2018
Outcome Measures
| Outcome | Result | p-value |
|---|---|---|
| PRIMARY Time Spent Holding Gun |
29.57; 21.14; 82.86; 48.62; 61.52; 68.40 | — |
| PRIMARY Number of Trigger Pulls |
2.31; 1.97; 4.19; 2.22; 6.45; 8.79 | — |
| PRIMARY Number of Trigger Pulls Aimed at Self or Other |
0.20; 0.09; 1.97; 0.84; 2.42; 3.68 | — |
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.
Eligibility Criteria
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)
Data sourced from ClinicalTrials.gov (NCT03259139). Outcome figures and adverse-event rates are extracted automatically from the registry's posted results and are provided for clinician reference, not as a substitute for the primary publication.