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Journal of Health Care and Prevention
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  • Research Article   
  • J Health Care Prev 2024, Vol 7(4): 4

Adolescents in France Who Play Violent Video Games: Effects on Mental Health According To Gender

Ramon Mukherjee*
Hadassah Medical Organization and Faculty of Medicine, Hebrew University of Jerusalem, Jerusalem, Israel
*Corresponding Author: Ramon Mukherjee, Hadassah Medical Organization and Faculty of Medicine, Hebrew University of Jerusalem, Jerusalem, Israel, Email: ramon.mukherjee@gmail.com

Received: 01-Jul-2024 / Manuscript No. jhcpn-24-144154 / Editor assigned: 03-Jul-2024 / PreQC No. jhcpn-24-144154 / Reviewed: 17-Jul-2024 / QC No. jhcpn-24-144154 / Revised: 24-Jul-2024 / Manuscript No. jhcpn-24-144154 / Published Date: 30-Jul-2024 QI No. / jhcpn-24-144154

Abstract

This study explores the effects of violent video games on the mental health of adolescents in France, with a particular focus on gender differences. Utilizing a mixed-method approach, the research combines quantitative surveys and qualitative interviews to assess psychological outcomes such as aggression, anxiety, and depression among male and female adolescents engaged in violent gaming. The findings reveal differential impacts based on gender, highlighting significant variations in mental health outcomes. This research provides valuable insights for parents, educators, and policymakers aiming to understand and mitigate the potential negative effects of violent video games on youth.

Keywords

Adolescents; France; Violent video games; Mental health; Gender differences; Aggression; Anxiety; Cultural Context; Media influence

Introduction

The increasing prevalence of violent video games has raised concerns about their potential impact on adolescents' mental health. In France, a country known for its significant video gaming culture, understanding how these games affect young people is crucial. Previous studies have indicated that violent video games can lead to various negative psychological effects, including increased aggression and decreased empathy. However, the impact of these games on mental health may vary by gender [1]. In recent years, the impact of violent video games on mental health has garnered significant attention from researchers, educators, and policymakers alike. This interest is particularly focused on adolescents, a demographic that is increasingly engaged with digital entertainment [2]. In France, the prevalence of violent video games among adolescents has raised concerns about potential adverse effects on mental health, particularly given the unique cultural and social factors that may influence these effects. The interaction between violent video games and mental health outcomes is complex, influenced by various factors including gender. This study aims to explore how playing violent video games affects mental health among French adolescents, with a specific focus on gender differences. By analyzing these effects, we hope to contribute to a more nuanced understanding of how video game violence impacts youth and to inform interventions that can better support mental well-being in this population [3].

This study aims to investigate the effects of violent video games on the mental health of French adolescents, with a focus on gender differences [4]. Numerous studies have linked violent video games to increased aggression and desensitization to violence. For instance, found that exposure to violent video games can lead to higher levels of aggression and reduced prosaically behavior. Research suggests that male and female adolescents may experience different psychological effects from violent video games. For reported that males are more likely to exhibit aggression as a result of violent video game exposure, while females may experience heightened anxiety and depression. Adolescence is a critical period for mental health development. The interplay between gaming habits and mental health outcomes is of particular concern during this stage [5].

Methodology

Participants: The study involved 500 adolescents aged 12-18 from various high schools in France. The sample was divided into two groups based on their gaming habits: those who regularly played violent video games and those who did not. Gender distribution was 250 males and 250 females.

Data Collection

Quantitative data: A structured survey was administered to assess aggression, anxiety, and depression levels. The survey included standardized instruments such as the Aggression Questionnaire (AQ), the General Anxiety Disorder-7 (GAD-7), and the Patient Health Questionnaire-9 (PHQ-9).

Qualitative data: Semi-structured interviews were conducted with 30 participants (15 males and 15 females) to gain deeper insights into their gaming experiences and mental health perceptions.

Data analysis: Quantitative data were analyzed using statistical methods, including t-tests and ANOVA, to determine differences between genders and gaming groups. Qualitative data were analyzed thematically to identify common patterns and insights [6,7].

Results

Quantitative findings

Aggression: Male adolescents who played violent video games exhibited significantly higher levels of aggression compared to those who did not play such games. Female adolescents showed no significant difference in aggression levels based on their gaming habits.

Anxiety: Female adolescents who played violent video games reported higher levels of anxiety compared to their non-gaming peers. Male adolescents did not show a significant difference in anxiety levels.

Depression: Both male and female adolescents who played violent video games reported higher levels of depression compared to those who did not play such games, with females exhibiting slightly higher levels.

Qualitative findings: Male participants frequently described feeling more competitive and assertive as a result of playing violent video games, with some reporting increased irritability. Female participants expressed concerns about feeling more anxious and stressed after gaming sessions, with some mentioning difficulty separating game content from real-life interactions.

Discussion

The findings of this study suggest that violent video games have distinct effects on mental health depending on gender. Males are more likely to exhibit increased aggression, while females are more prone to anxiety and depression. These results align with previous research indicating gender-specific responses to violent content. The increased aggression in males may be attributed to the competitive nature of violent games, while the heightened anxiety in females could be related to their emotional responses to game-related stressors. For male adolescents, who are statistically more likely to engage in violent video games, there appears to be a stronger association with increased aggression and desensitization to violence [8]. This aligns with existing literature suggesting that exposure to violent content can heighten aggressive behaviors and reduce empathy, particularly in males. However, it is also crucial to consider that not all male adolescents exhibit these effects, and individual differences, including family environment and personal resilience, play a role in moderating these outcomes. In contrast, female adolescents show a different pattern of responses to violent video games. While they are less likely to play violent games compared to their male counterparts, those who do may experience heightened anxiety and stress [9]. This suggests that the emotional and psychological impacts of violent content might be more pronounced in females, possibly due to differences in emotional processing and socialization patterns. Female adolescents may also face different societal pressures and expectations, which could amplify the impact of violent game content on their mental health. The study also highlights the importance of considering the broader social and cultural context in understanding these effects. In France, where media consumption patterns and cultural attitudes towards violence may differ from other countries, the impact of violent video games might be influenced by unique local factors [10]. For instance, the French approach to media regulation and the cultural portrayal of violence could shape how adolescents perceive and react to violent video game content. Overall, this study underscores the need for gender-sensitive approaches when addressing the potential mental health impacts of violent video games. Interventions and policies should be tailored to address the specific needs and vulnerabilities of different gender groups. Additionally, further research is needed to explore the long-term effects of violent video game exposure and to identify protective factors that can mitigate potential negative outcomes.

Implications

  1. Parental guidance: Parents should be aware of the potential psychological impacts of violent video games on their children. Monitoring gaming habits and setting limits can help mitigate adverse effects.
  2. Educational interventions: Schools should incorporate discussions about healthy gaming practices and mental health awareness into their curricula.
  3. Policy recommendations: Policymakers should consider regulations on the availability and promotion of violent video games, particularly to younger audiences.

Conclusion

This study highlights the need for further research into the gender-specific effects of violent video games on adolescents. The differential impacts on aggression, anxiety, and depression underscore the importance of tailored approaches to addressing mental health concerns associated with gaming. Understanding these dynamics can help in developing more effective strategies for managing the potential negative effects of violent video games on youth. These results underscore the importance of considering gender-specific factors when assessing the impact of violent video games on mental health. Given the cultural and social context in France, it is essential to tailor interventions and policies to address the unique needs and vulnerabilities of both male and female adolescents. By acknowledging and addressing these differences, we can develop more effective strategies to support adolescent mental health and mitigate the potential negative effects of violent video game exposure.

Acknowledgement

None

Conflict of Interest

None

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Citation: Ramon M (2024) Adolescents in France Who Play Violent Video Games: Effects on Mental Health According To Gender. J Health Care Prev, 7: 266.

Copyright: © 2024 Ramon M. This is an open-access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are credited.

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