Time playing video games, callousness, and their interaction accounted for a substantial amount—about 38%—of the variability in aggression among adolescents, \(R^2=.38\), 95% CI[.31,.44], F(3, 438) = 88.46, p < .001. See Table X for the regression analysis results.
The relationship between laying video games and aggression use was significantly moderated by callousness, \(\hat{\beta}_3 = 0.027\), 95% CI [0.01, 0.04], t(438) = 3.88, p < .001, suggesting that for every one unit increase in callousness, the relationship between time playing video games and aggression is expected to be stronger by about 0.03-points (i.e., the slope will be steeper by 0.03 points); that is, the effect of time spent playing video games on aggression among teenagers becomes stronger as with higher levels of callousness traits.
Tests of simple slopes indicated that for adolescents who are lower on callousness (with a callousness score close to 9), the effect of time playing video games on aggression was small and not statistically significant \(\hat{\beta}_{callous-low} =-0.09\), 95% CI [-0.29, 0.10], t(438) = -0.91, p = .36. However, among adolescents with moderate callousness (with a callousness score close to 19), the effect of time playing video games on aggression was larger and statistically significant, \(\hat{\beta}_{callous-medium} =0.17\), 95% CI [33.18 39.34], t(438) = 23.13, p<.001; that is, among persons with an average level of callousness, we expect an aggression score that is higher by 0.17-point for every one additional hour of playing video games per week. This effect, although statistically significant, is very small (less than 0.25% of the scale range, i.e., 0-100) in relation to a full additional hour of gaming per week, and likely carries little to no meaningful implications.
…see next slide for more (sorry)