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<journal-meta>
<journal-id journal-id-type="publisher">global-journal-of-human-social-science-a-arts-humanities</journal-id>
<journal-title-group>
<journal-title>Global Journal of Human-Social Science - A: Arts &amp; Humanities</journal-title>
</journal-title-group>
<issn publication-format="print">0975-587X</issn>
<issn publication-format="electronic">2249-460X</issn>
<publisher><publisher-name>Global Journals Publishing Group Incorporated</publisher-name></publisher>
<self-uri xlink:href="https://globaljournals.org/journal-seo-export/jats/83113.xml" />
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<article-meta>
<article-id pub-id-type="publisher-id">83113</article-id>
<title-group>
<article-title>Violent Video Game Playing, Aggression and Wellbeing in Emerging Adulthood</article-title>
<subtitle>Impact of Violent Video Games on Wellbeing</subtitle>
</title-group>
<contrib-group>
<contrib contrib-type="author"><name><surname>Cassidy</surname><given-names>Tony</given-names></name><xref ref-type="aff" rid="aff1" />
</contrib>
<contrib contrib-type="author"><name><surname>Gordon</surname><given-names>Megan</given-names></name></contrib>
</contrib-group>
<aff id="aff1">UNITED KINGDOM</aff>
<pub-date publication-format="electronic" date-type="pub" iso-8601-date="2024-04-10">
<day>10</day>
<month>04</month>
<year>2024</year>
</pub-date>
<volume>24</volume>
<issue>A1</issue>
<fpage>1</fpage>
<lpage>9</lpage>
<abstract><p>Abstract not found</p></abstract>
<kwd-group kwd-group-type="author-generated">
<kwd>violent video games; problem game playing; game engagement; aggression; empathy; wellbeing.</kwd>
</kwd-group>
<self-uri content-type="pdf" xlink:href="https://globaljournals.org/GJHSS_Volume24/1-Violent-Video-Game.pdf" />
<self-uri content-type="html" xlink:href="https://globaljournals.org/scholarly-articles/violent-video-game-playing-aggression-and-wellbeing-in-emerging-adulthood/" />
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<body>
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<title>Full Text</title>
<p>Purpose: This study aimed to explore the relationship between level of violence in video games played, problem game playing and engagement in gaming, aggression, empathy and wellbeing. Method: This study used an online survey with questionnaire data collection in a sample of 304 emerging adults aged between 18 and 24 years of age, 124 males and 180 females. Findings: The model proposed was supported by the data and suggests that the relationship between violence in games and aggression and empathy is mediated by engagement and addictive tendencies, and the impact on wellbeing is largely through aggression and empathy. Conclusions: We conclude that future research should take cognisance of these mediational factors and consider the developmental stage of participants in order to get a clearer picture of effects.</p>
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