暴力电子游戏习惯对青少年敌意、攻击行为和学业成绩的影响。

The effects of violent video game habits on adolescent hostility, aggressive behaviors, and school performance.

作者信息

Gentile Douglas A, Lynch Paul J, Linder Jennifer Ruh, Walsh David A

机构信息

National Institute on Media and the Family, 606 24th Avenue South, Suite 606, Minneapolis, MN 55454, USA.

出版信息

J Adolesc. 2004 Feb;27(1):5-22. doi: 10.1016/j.adolescence.2003.10.002.

Abstract

Video games have become one of the favorite activities of American children. A growing body of research is linking violent video game play to aggressive cognitions, attitudes, and behaviors. The first goal of this study was to document the video games habits of adolescents and the level of parental monitoring of adolescent video game use. The second goal was to examine associations among violent video game exposure, hostility, arguments with teachers, school grades, and physical fights. In addition, path analyses were conducted to test mediational pathways from video game habits to outcomes. Six hundred and seven 8th- and 9th-grade students from four schools participated. Adolescents who expose themselves to greater amounts of video game violence were more hostile, reported getting into arguments with teachers more frequently, were more likely to be involved in physical fights, and performed more poorly in school. Mediational pathways were found such that hostility mediated the relationship between violent video game exposure and outcomes. Results are interpreted within and support the framework of the General Aggression Model.

摘要

电子游戏已成为美国儿童最喜爱的活动之一。越来越多的研究将暴力电子游戏与攻击性认知、态度和行为联系起来。本研究的首要目标是记录青少年的电子游戏习惯以及父母对青少年使用电子游戏的监督程度。第二个目标是研究暴力电子游戏接触、敌意、与教师争吵、学业成绩和肢体冲突之间的关联。此外,还进行了路径分析,以测试从电子游戏习惯到结果的中介路径。来自四所学校的607名八年级和九年级学生参与了研究。接触大量电子游戏暴力内容的青少年更具敌意,报告称与教师争吵更频繁,更有可能参与肢体冲突,并且在学校表现更差。研究发现了中介路径,即敌意介导了暴力电子游戏接触与结果之间的关系。研究结果在一般攻击性模型的框架内进行了解释并得到了支持。

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