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首页> 外文期刊>Journal of youth and adolescence >Not Worth the Fuss After All? Cross-sectional and Prospective Data on Violent Video Game Influences on Aggression, Visuospatial Cognition and Mathematics Ability in a Sample of Youth
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Not Worth the Fuss After All? Cross-sectional and Prospective Data on Violent Video Game Influences on Aggression, Visuospatial Cognition and Mathematics Ability in a Sample of Youth

机译:毕竟不值得大惊小怪吗?暴力视频游戏对年轻人样本中侵略性,视觉空间认知和数学能力的影响的横截面和前瞻性数据

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摘要

The United States Supreme Court's recent decision relating to violent video games revealed divisions within the scientific community about the potential for negative effects of such games as well as the need for more, higher quality research. Scholars also have debated the potential for violent games to have positive effects such as on visuospatial cognition or math ability. The current study sought to extend previous literature by using well-validated clinical outcome measures for relevant constructs, which have generally been lacking in past research. Cross-section data on aggression, visuospatial cognition, and math achievement were available for a sample of 333 (51.7 % female) mostly Hispanic youth (mean age = 12.76). Prospective 1-year data on aggression and school GPA were available for 143 (46.2 % female) of those youth. Results from both sets of analysis revealed that exposure to violent game had neither short-term nor long-term predictive influences on either positive or negative outcomes. A developmental analysis of the cross-sectional data revealed that results did not differ across age categories of older children, preadolescents or adolescents. Analysis of effect sizes largely ruled out Type II error as a possible explanation for null results. Suggestions for new directions in the field of video game research are proffered.
机译:美国最高法院最近关于暴力视频游戏的裁决揭示了科学界内部对此类游戏的负面影响的分歧以及对更多,更高质量研究的需求。学者们还讨论了暴力游戏对视觉空间认知或数学能力产生积极影响的可能性。当前的研究试图通过对相关构建物使用经过充分验证的临床结果度量来扩展先前的文献,这在过去的研究中通常是缺乏的。共有333名(占女性的51.7%)西班牙裔青年(平均年龄= 12.76)的样本提供了有关攻击性,视觉空间认知和数学成就的横断面数据。对于这些年轻人中的143名(女性占46.2%),可获得有关侵略性和学校GPA的1年预期数据。两组分析的结果都表明,暴露于暴力博弈对正面或负面结果都没有短期或长期的预测影响。对横断面数据的发展分析显示,结果在年龄较大的儿童,青春期前或青少年的年龄类别中没有差异。影响大小的分析在很大程度上排除了II型错误,可能是无效结果的解释。提出了在视频游戏研究领域的新方向的建议。

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