Gentile D A, Stone W
Department of Psychology, Iowa State University, Ames, IA 50011-3180, USA.
Minerva Pediatr. 2005 Dec;57(6):337-58.
Studies of violent video games on children and adolescents were reviewed to: 1) determine the multiple effects; 2) to offer critical observations about common strengths and weaknesses in the literature; 3) to provide a broader perspective to understand the research on the effects of video games. The review includes general theoretical and methodological considerations of media violence, and description of the general aggression model (GAM). The literature was evaluated in relation to the GAM. Published literature, including meta-analyses, are reviewed, as well as relevant unpublished material, such as conference papers and dissertations. Overall, the evidence supports hypotheses that violent video game play is related to aggressive affect, physiological arousal, aggressive cognitions, and aggressive behaviours. The effects of video game play on school performance are also evaluated, and the review concludes with a dimensional approach to video game effects. The dimensional approach evaluates video game effects in terms of amount, content, form, and mechanics, and appears to have many advantages for understanding and predicting the multiple types of effects demonstrated in the literature.
对关于儿童和青少年暴力电子游戏的研究进行了综述,目的如下:1)确定多种影响;2)对文献中常见的优点和不足提出批判性意见;3)提供更广阔的视角以理解关于电子游戏影响的研究。该综述包括媒体暴力的一般理论和方法考量,以及一般攻击模型(GAM)的描述。依据GAM对文献进行了评估。对已发表的文献(包括元分析)以及相关未发表的材料(如会议论文和学位论文)进行了综述。总体而言,证据支持以下假设:玩暴力电子游戏与攻击性情绪、生理唤起、攻击性认知和攻击性行为有关。还评估了电子游戏对学业成绩的影响,综述最后采用维度方法来探讨电子游戏的影响。维度方法从数量、内容、形式和机制方面评估电子游戏的影响,对于理解和预测文献中展示的多种类型的影响似乎具有诸多优势。