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Finding Common Ground in Meta-Analysis 'Wars' on Violent Video Games

机译:在暴力视频游戏中找到Meta-Analysis“战争”中的共同点

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摘要

Independent meta-analyses on the same topic can sometimes yield seemingly conflicting results. For example, prominent meta-analyses assessing the effects of violent video games on aggressive behavior have reached apparently different conclusions, provoking ongoing debate. We suggest that such conflicts are sometimes partly an artifact of reporting practices for meta-analyses that focus only on the pooled point estimate and its statistical significance. Considering statistics that focus on the distributions of effect sizes and that adequately characterize effect heterogeneity can sometimes indicate reasonable consensus between "warring" meta-analyses. Using novel analyses, we show that this seems to be the case in the video-game literature. Despite seemingly conflicting results for the statistical significance of the pooled estimates in different meta-analyses of video-game studies, all of the meta-analyses do in fact point to the conclusion that, in the vast majority of settings, violent video games do increase aggressive behavior but that these effects are almost always quite small.
机译:同一主题的独立元分析有时会产生看似相冲突的结果。例如,评估暴力视频游戏对侵略性行为的影响的显着元分析显然是不同的结论,引发了持续的辩论。我们建议,这种冲突有时部分地是荟萃分析的报告实践的文物,只关注汇总点估计和统计学意义。考虑到专注于效果大小分布的统计数据,并且充分表征异质性有时可以表明“交战”荟萃分析之间的合理共识。使用小说分析,我们似乎在视频游戏文献中似乎是这种情况。尽管对视频游戏研究的不同元分析的汇总估计的统计显着性统计显着性方面存在普遍存在的结果,但所有的META分析实际上都是指出,在绝大多数环境中,暴力的视频游戏确实增加了侵略性行为,但这些效果几乎总是很小。

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