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The Good, The Bad and the Ugly: A Meta-analytic Review of Positive and Negative Effects of Violent Video Games

机译:好的,坏的和丑陋的:对暴力视频游戏的正面和负面影响的荟萃分析

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Objective Video game violence has become a highly politicized issue for scientists and the general public. There is continuing concern that playing violent video games may increase the risk of aggression in players. Less often discussed is the possibility that playing violent video games may promote certain positive developments, particularly related to visuospatial cognition. The objective of the current article was to conduct a meta-analytic review of studies that examine the impact of violent video games on both aggressive behavior and visuospatial cognition in order to understand the full impact of such games. Methods A detailed literature search was used to identify peer-reviewed articles addressing violent video game effects. Effect sizes r (a common measure of effect size based on the correlational coefficient) were calculated for all included studies. Effect sizes were adjusted for observed publication bias. Results Results indicated that publication bias was a problem for studies of both aggressive behavior and visuospatial cognition. Once corrected for publication bias, studies of video game violence provided no support for the hypothesis that violent video game playing is associated with higher aggression. However playing violent video games remained related to higher visuospatial cognition (r x = 0.36). Conclusions Results from the current analysis did not support the conclusion that violent video game playing leads to aggressive behavior. However, violent video game playing was associated with higher visuospatial cognition. It may be advisable to reframe the violent video game debate in reference to potential costs and benefits of this medium.
机译:客观视频游戏暴力已成为科学家和公众高度政治化的问题。人们一直担心玩暴力视频游戏会增加玩家侵略的风险。很少讨论的是玩暴力视频游戏可能促进某些积极发展的可能性,特别是与视觉空间认知有关的发展。本文的目的是对研究进行荟萃分析,以检查暴力视频游戏对攻击行为和视觉空间认知的影响,以便全面了解此类游戏。方法使用详细的文献搜索来确定针对暴力视频游戏效果的同行评审文章。计算了所有纳入研究的效应大小r(基于相关系数的效应大小的通用度量)。调整效应大小以观察到的出版偏倚。结果结果表明,发表偏见是研究攻击行为和视觉空间认知的一个问题。一旦针对出版偏见进行了纠正,对视频游戏暴力的研究就无法支持暴力视频游戏玩耍与更高的侵略性相关的假设。然而,玩暴力视频游戏仍然与较高的视觉空间认知有关(r x = 0.36)。结论当前分析的结果不支持暴力视频游戏导致攻击行为的结论。但是,暴力的视频游戏与更高的视觉空间认知能力有关。建议参考这种媒体的潜在成本和收益来重新组织激烈的视频游戏辩论。

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