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Gaming Exposure, Developmental Vulnerability, and School Violence in Generation Alpha: A Systematic Review and Meta-Analysis of Risk Pathways and Educational Responses

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This dataset supports the systematic review and meta-analysis “Gaming Exposure, Developmental Vulnerability, and School Violence in Generation Alpha: A Systematic Review and Meta-Analysis of Risk Pathways and Educational Responses.” The review examined the hypothesis that gaming-related behavioral risk is not explained by gaming exposure alone, but is better understood through the interaction of gaming characteristics with developmental, psychological, family, peer, and school-context vulnerabilities. It also evaluated whether the strength and certainty of evidence differ across a behavioral-severity continuum ranging from psychological precursors and interpersonal aggression to school-related, weapon-related, and lethal violence. The dataset was compiled through a systematic search of PubMed/MEDLINE, Scopus, Web of Science, PsycINFO, ERIC, CINAHL, and ProQuest for eligible studies published through June 30, 2026. After screening and eligibility assessment, 51 primary studies were included in the systematic review, of which 17 contributed quantitative data to at least one meta-analytic or quantitative synthesis. The repository contains study characteristics, gaming-exposure classifications, developmental and contextual variables, outcome-severity coding, quantitative effect estimates, information on overlapping cohorts, JBI design-specific critical appraisal results, PRISMA selection records, search documentation, and full-text exclusion information. The data show that the largest evidence base concerns psychological precursors and interpersonal aggression. A random-effects synthesis of five compatible studies found a moderate positive concurrent association between problematic gaming/Internet Gaming Disorder and aggression, r = .377, 95% CI [.232, .505], with substantial heterogeneity. Evidence for school-related and weapon-related violence was more limited; the pooled association for weapon carrying from two independent studies was OR = 2.46, 95% CI [0.98, 6.17], indicating a positive but imprecise association. No adequate comparative quantitative evidence was identified for lethal violence. The data should therefore be interpreted as supporting a developmental-contextual model of gaming-related behavioral risk, rather than a direct or deterministic pathway from gaming to serious violence. Stronger associations were generally observed for problematic or disordered gaming than for gaming exposure alone, while certainty decreased as outcome severity increased. The repository is intended to support transparency, reproducibility, secondary verification, and future synthesis of gaming, developmental vulnerability, aggression, school violence, and educational-response research.

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Sujets associés

Impact of Technology on AdolescentsBullying, Victimization, and AggressionChild Development and Digital Technology

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