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Causal or spurious: Using propensity score matching to detangle the relationship between violent video games and violent behavior

机译:因果或虚假:使用倾向得分匹配来消除暴力视频游戏与暴力行为之间的关系

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摘要

Throughout the past decade, numerous states have passed legislation to prohibit the sale of violent video games to children, usually in conjunction with an argument that exposure to violent media increases violent behavior. However, the link between video games and violence is not yet fully understood. This study uses propensity score matching as a method to more adequately address the underlying issue of causality. Using a sample of 6567 8th grade students, these analyses test whether there is a causal link between playing violent video games and violence, non-violent deviance and substance use. Results indicate a substantial decrease in the relationship between video games and these outcomes when a matched sample is used. This suggests that the strength of evidence supporting a relationship has likely been overestimated using other methodologies.
机译:在过去的十年中,许多州通过了禁止向儿童销售暴力视频游戏的立法,通常伴随着一种论点,即接触暴力媒体会增加暴力行为。但是,视频游戏与暴力之间的联系尚未完全了解。本研究使用倾向得分匹配作为一种方法来更充分地解决因果关系的潜在问题。这些分析以6567名8年级学生为样本,测试了玩暴力视频游戏与暴力,非暴力偏差和滥用毒品之间是否存在因果关系。结果表明,当使用匹配的样本时,视频游戏与这些结果之间的关系将大大降低。这表明使用其他方法可能高估了支持某种关系的证据的强度。

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