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Sackler Colloquium on Digital Media and Developing Minds: Metaanalysis of the relationship between violent video game play and physical aggression over time

机译:萨克勒数字媒体与发展思维研讨会:随着时间的流逝暴力视频游戏玩法与身体攻击之间的关系的元分析

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摘要

To clarify and quantify the influence of video game violence (VGV) on aggressive behavior, we conducted a metaanalysis of all prospective studies to date that assessed the relation between exposure to VGV and subsequent overt physical aggression. The search strategy identified 24 studies with over 17,000 participants and time lags ranging from 3 months to 4 years. The samples comprised various nationalities and ethnicities with mean ages from 9 to 19 years. For each study we obtained the standardized regression coefficient for the prospective effect of VGV on subsequent aggression, controlling for baseline aggression. VGV was related to aggression using both fixed [β = 0.113, 95% CI = (0.098, 0.128)] and random effects models [β = 0.106 (0.078, 0.134)]. When all available covariates were included, the size of the effect remained significant for both models [β = 0.080 (0.065, 0.094) and β = 0.078 (0.053, 0.102), respectively]. No evidence of publication bias was found. Ethnicity was a statistically significant moderator for the fixed-effects models (P ≤ 0.011) but not for the random-effects models. Stratified analyses indicated the effect was largest among Whites, intermediate among Asians, and nonsignificant among Hispanics. Discussion focuses on the implications of such findings for current debates regarding the effects of violent video games on physical aggression.
机译:为了阐明和量化视频游戏暴力(VGV)对攻击行为的影响,我们对迄今为止的所有前瞻性研究进行了荟萃分析,评估了暴露于VGV与随后的明显身体攻击之间的关系。搜索策略确定了24项研究,超过17,000名参与者,时滞从3个月到4年不等。样本包括各种民族和种族,平均年龄为9至19岁。对于每项研究,我们都获得了标准回归系数,用于预测VGV对后续攻击的前瞻性影响,并控制基线攻击。使用固定的[β= 0.113,95%CI =(0.098,0.128)]和随机效应模型[β= 0.106(0.078,0.134)],VGV与攻击相关。当包括所有可用的协变量时,两个模型的效应大小仍然显着[分别为β= 0.080(0.065,0.094)和β= 0.078(0.053,0.102)]。没有发现出版偏见的证据。对于固定效应模型,种族是统计学上显着的调节剂(P≤0.011),而对于随机效应模型则不是。分层分析表明,这种影响在白人中最大,在亚洲人中间为中等,而在西班牙裔人中则不明显。讨论的重点是这些发现对当前有关暴力视频游戏对人身攻击的影响的辩论的意义。

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