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成人评级电子游戏的内容与评分

Content and ratings of mature-rated video games.

作者信息

Thompson Kimberly M, Tepichin Karen, Haninger Kevin

机构信息

Kids Risk Project, Harvard School of Public Health, Harvard University, 677 Huntington Avenue, Boston, MA 02115, USA.

出版信息

Arch Pediatr Adolesc Med. 2006 Apr;160(4):402-10. doi: 10.1001/archpedi.160.4.402.

Abstract

OBJECTIVES

To quantify the depiction of violence, blood, sexual themes, profanity, substances, and gambling in video games rated M (for "mature") and to measure agreement between the content observed and the rating information provided to consumers on the game box by the Entertainment Software Rating Board.

DESIGN

We created a database of M-rated video game titles, selected a random sample, recorded at least 1 hour of game play, quantitatively assessed the content, performed statistical analyses to describe the content, and compared our observations with the Entertainment Software Rating Board content descriptors and results of our prior studies.

SETTING

Harvard University, Boston, Mass.

PARTICIPANTS

Authors and 1 hired game player.

MAIN EXPOSURE

M-rated video games.

MAIN OUTCOME MEASURES

Percentages of game play depicting violence, blood, sexual themes, gambling, alcohol, tobacco, or other drugs; use of profanity in dialogue, song lyrics, or gestures.

RESULTS

Although the Entertainment Software Rating Board content descriptors for violence and blood provide a good indication of such content in the game, we identified 45 observations of content that could warrant a content descriptor in 29 games (81%) that lacked these content descriptors. M-rated video games are significantly more likely to contain blood, profanity, and substances; depict more severe injuries to human and nonhuman characters; and have a higher rate of human deaths than video games rated T (for "teen").

CONCLUSION

Parents and physicians should recognize that popular M-rated video games contain a wide range of unlabeled content and may expose children and adolescents to messages that may negatively influence their perceptions, attitudes, and behaviors.

摘要

目的

量化M级(“适合成年人”)电子游戏中暴力、血腥、性主题、亵渎语言、违禁物品及赌博内容的呈现情况,并衡量观察到的游戏内容与娱乐软件分级委员会在游戏包装盒上向消费者提供的分级信息之间的一致性。

设计

我们创建了一个M级电子游戏标题数据库,随机抽取样本,记录至少1小时的游戏过程,对内容进行定量评估,进行统计分析以描述内容,并将我们的观察结果与娱乐软件分级委员会的内容描述以及我们之前研究的结果进行比较。

地点

马萨诸塞州波士顿市哈佛大学

参与者

作者和一名雇佣的游戏玩家

主要暴露因素

M级电子游戏

主要观察指标

游戏过程中呈现暴力、血腥、性主题、赌博、酒精、烟草或其他毒品的百分比;对话、歌词或手势中亵渎语言的使用情况

结果

尽管娱乐软件分级委员会对暴力和血腥的内容描述很好地表明了游戏中的此类内容,但我们在29款(81%)缺乏这些内容描述的游戏中发现了45次可能需要内容描述的内容观察结果。M级电子游戏比T级(“适合青少年”)电子游戏更有可能包含血腥、亵渎语言和违禁物品;对人类和非人类角色造成更严重的伤害;人类死亡发生率更高。

结论

家长和医生应认识到,流行的M级电子游戏包含广泛的未标注内容,可能会使儿童和青少年接触到可能对其认知、态度和行为产生负面影响的信息。

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