Ferguson Christopher John
Department of Behavioral, Applied Sciences and Criminal Justice, Texas A&M International University, Laredo, TX 78045, USA.
Psychiatr Q. 2007 Dec;78(4):309-16. doi: 10.1007/s11126-007-9056-9.
Video game violence has become a highly politicized issue for scientists and the general public. There is continuing concern that playing violent video games may increase the risk of aggression in players. Less often discussed is the possibility that playing violent video games may promote certain positive developments, particularly related to visuospatial cognition. The objective of the current article was to conduct a meta-analytic review of studies that examine the impact of violent video games on both aggressive behavior and visuospatial cognition in order to understand the full impact of such games.
A detailed literature search was used to identify peer-reviewed articles addressing violent video game effects. Effect sizes r (a common measure of effect size based on the correlational coefficient) were calculated for all included studies. Effect sizes were adjusted for observed publication bias.
Results indicated that publication bias was a problem for studies of both aggressive behavior and visuospatial cognition. Once corrected for publication bias, studies of video game violence provided no support for the hypothesis that violent video game playing is associated with higher aggression. However playing violent video games remained related to higher visuospatial cognition (r (x) = 0.36).
Results from the current analysis did not support the conclusion that violent video game playing leads to aggressive behavior. However, violent video game playing was associated with higher visuospatial cognition. It may be advisable to reframe the violent video game debate in reference to potential costs and benefits of this medium.
对于科学家和普通大众而言,电子游戏暴力已成为一个高度政治化的问题。人们一直担心玩暴力电子游戏可能会增加玩家产生攻击行为的风险。而玩暴力电子游戏可能会促进某些积极发展,特别是与视觉空间认知相关的积极发展,这一点较少被讨论。本文的目的是对研究暴力电子游戏对攻击行为和视觉空间认知影响的研究进行元分析综述,以了解此类游戏的全面影响。
通过详细的文献检索来识别探讨暴力电子游戏影响的同行评审文章。为所有纳入研究计算效应量r(基于相关系数的一种常用效应量衡量指标)。对观察到的发表偏倚进行了效应量调整。
结果表明,发表偏倚在攻击行为和视觉空间认知研究中都是一个问题。一旦对发表偏倚进行校正,电子游戏暴力研究不支持玩暴力电子游戏与更高攻击性相关的假设。然而,玩暴力电子游戏仍与更高的视觉空间认知相关(r(x)=0.36)。
当前分析结果不支持玩暴力电子游戏会导致攻击行为的结论。然而,玩暴力电子游戏与更高的视觉空间认知相关。或许可以根据这种媒介的潜在成本和收益来重新审视暴力电子游戏的争论。