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A Longitudinal Study of the Association Between Violent Video Game Play and Aggression Among Adolescents

机译:暴力视频游戏玩法与青少年攻击行为相关性的纵向研究

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In the past 2 decades, correlational and experimental studies have found a positive association between violent video game play and aggression. There is less evidence, however, to support a long-term relation between these behaviors. This study examined sustained violent video game play and adolescent aggressive behavior across the high school years and directly assessed the socialization (violent video game play predicts aggression over time) versus selection hypotheses (aggression predicts violent video game play over time). Adolescents (N = 1,492,50.8% female) were surveyed annually from Grade 9 to Grade 12 about their video game play and aggressive behaviors. Nonviolent video game play, frequency of overall video game play, and a comprehensive set of potential 3rd variables were included as covariates in each analysis. Sustained violent video game play was significantly related to steeper increases in adolescents' trajectory of aggressive behavior over time. Moreover, greater violent video game play predicted higher levels of aggression over time, after controlling for previous levels of aggression, supporting the socialization hypothesis. In contrast, no support was found for the selection hypothesis. Nonviolent video game play also did not predict higher levels of aggressive behavior over time. Our findings, and the fact that many adolescents play video games for several hours every day, underscore the need for a greater understanding of the long-term relation between violent video games and aggression, as well as the specific game characteristics (e.g., violent content, competition, pace of action) that may be responsible for this association.
机译:在过去的20年中,相关性和实验性研究发现,暴力视频游戏玩法与攻击行为之间存在正相关。但是,证据不足以支持这些行为之间的长期关系。这项研究检查了整个高中时期的持续暴力视频游戏玩法和青少年侵略行为,并直接评估了社交化(暴力视频游戏玩法随着时间的推移会侵略性)与选择假设(攻击性随着时间的推移会预测暴力视频游戏玩法)。每年从9年级到12年级对青少年(N = 1,492,50.8%的女性)进行调查,了解他们的视频游戏玩法和攻击行为。非暴力视频游戏玩法,整体视频游戏玩法的频率以及潜在的第三变量的全面集合都作为每次分析的协变量。随着时间的流逝,持续的暴力视频游戏与青少年攻击行为轨迹的急剧增加显着相关。而且,在控制了先前的侵略水平之后,更大的暴力视频游戏玩法随着时间的推移会预测出较高的侵略水平,从而支持了社会化假设。相反,没有发现对选择假设的支持。随着时间的推移,非暴力视频游戏玩法也无法预测更高水平的攻击行为。我们的发现以及许多青少年每天玩几个小时的事实这一事实凸显了需要对暴力视频游戏与侵略之间的长期关系以及特定游戏特征(例如暴力内容)有更深入的了解,竞争,行动步伐),可能是造成这种关联的原因。

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