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Psychology, SocialNCT03259139

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

A study testing Video games and violence in people with Psychology, Social and Adolescent Behavior, run by Ohio State University at 1 site in United States.

Completed

Finished. The study has ended and is not enrolling. Results may be posted on the official record.

Official record
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Trial 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. Read more about this study

Who is it for?
Ages 8 to 12 yearsHealthy volunteers can take part
Conditions the study is for
Psychology, Social, Adolescent Behavior
What is being tested?
Video games and violence
Could I receive a placebo?
No, everyone receives an active treatment
How many people
250 participants
Where
1 siteUnited States
Study dates
1 Jul 2017to 24 Aug 2018
Phase
Interventional
Are there results?
Yes, posted in the registrySummary in the doctors' view

Key requirements

Who can take part, as listed by the sponsor. Only the study team can confirm whether you are eligible, so take this list to your doctor.

  • Ages 8 to 12 years
  • All sexes
  • Healthy volunteers accepted
  • Child

Who may be able to join

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

Who cannot join

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

Trial locations and contacts

1 site in 1 country.

United States1 site
  • Ohio State University

    Columbus, Ohio, 43210

Other trials in United States

About this study

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

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.

Read the 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.

Being tested
Video games and violence
Keywords
adolescent, gun, violence, media
Medical subject headings
Adolescent Behavior

What participants receive

What participants receive. In a randomised study each person is assigned to one group by chance.

  • Video games and violenceBehavioural

    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.

Study groups in NCT03259139
Study groupRoleWhat they receive
Experimental: Violence with gunsExperimentalParticipants in this condition will play a video game with violent content which includes guns.
Receives: Behavioral: Video games and violence
Experimental: Violence without gunsExperimentalParticipants 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.
Receives: Behavioral: Video games and violence
Control: No violenceOtherParticipants in this condition will play a video game which contains no violent content or weapons.
Receives: Behavioral: Video games and violence

What is being measured

The primary outcome is the main question the study is designed to answer.

  1. Time Spent Holding Gun

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

    Measured: 20 minute play session

  2. Number of Trigger Pulls

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

    Measured: 20 minute play session

  3. 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.

    Measured: 20 minute play session

Timeline

From the start of the study to its completion; the mark is today. Estimated dates are the sponsor’s plan.

  1. First posted23 Aug 2017
  2. Study start1 Jul 2017
  3. Primary completion24 Aug 2018
  4. Study completion24 Aug 2018

Resources

More details

For doctors and researchers: how the study is designed, who runs it, and its registry IDs.

Study design
Study type
Interventional
Phase
Phase N/A
Primary purpose
Other
Allocation
Randomised
Intervention model
Factorial
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.
Masking
Single blind
Who is masked
Participant
Enrolment
250 participants (actual)
IDs, dates and publications
ClinicalTrials.gov ID
NCT03259139
Sponsor's protocol ID
2013B0542
Status last verified
Apr 2020
First submitted
22 Jul 2017
Last updated
11 May 2020
Data monitoring committee
No
FDA-regulated drug
No
FDA-regulated device
No
Individual data sharing
Undecided: The investigators are considering making individual participant data available, but need to determine steps and appropriateness according to our institutional IRB board.

Publications

  • 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.

    PubMed 31150072

Questions about this trial

What is this clinical trial studying?

A study testing Video games and violence in people with Psychology, Social and Adolescent Behavior, run by Ohio State University at 1 site in United States.

The full registered description is in the About this study section and the official record.

Who may be eligible to take part?

The sponsor lists 1 inclusion and 1 exclusion criteria. Eligibility is decided by the study team after screening, so read the full criteria and contact a listed site.

Is this clinical trial currently recruiting?

The record says: finished, as of the sponsor's last update on 11 May 2020. Status can change between updates, so confirm with the study contact before making plans.

Where is the study taking place?

The record lists 1 site in United States. Whether a site is taking part right now should be confirmed with that site. See every site.

What are the possible benefits and risks?

They depend on the study and the treatment, and no study can promise a benefit. The study team explains the known risks during informed consent, before anyone joins; the record itself does not list them.

Are results available for this study?

Yes. Results are posted in the registry (first posted 11 May 2020). A summary is in the For doctors view, and the full results are on ClinicalTrials.gov.

How can a doctor refer a patient or contact the research team?

The record lists no contact. The official record names the sponsor, who can be asked directly. AzTrials does not enrol participants or take referrals.

What does the primary outcome measure?

Time Spent Holding Gun (time frame: 20 minute play session). The study lists 3 primary outcomes in all. It is what the study was designed to measure, not a finding.

Where can I read the original study information?

On the ClinicalTrials.gov record for NCT03259139, which also lists 1 linked publication.

Does a listing mean the treatment is approved or proven to work?

No. A listing means the study is registered. It does not show that the treatment is safe, works, or is approved by a regulator.

How often is this information updated?

AzTrials copies changed records from ClinicalTrials.gov every night and reloads the whole registry every week. The sponsor last updated this record on 11 May 2020.

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