暴力视频游戏对东西方国家的攻击行为、同理心和亲社会行为的影响:一项元分析综述。

Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: a meta-analytic review.

机构信息

Department of Psychology, W112 Lagomarcino Hall, Iowa State University, Ames, IA 50011, USA.

出版信息

Psychol Bull. 2010 Mar;136(2):151-73. doi: 10.1037/a0018251.

Abstract

Meta-analytic procedures were used to test the effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, empathy/desensitization, and prosocial behavior. Unique features of this meta-analytic review include (a) more restrictive methodological quality inclusion criteria than in past meta-analyses; (b) cross-cultural comparisons; (c) longitudinal studies for all outcomes except physiological arousal; (d) conservative statistical controls; (e) multiple moderator analyses; and (f) sensitivity analyses. Social-cognitive models and cultural differences between Japan and Western countries were used to generate theory-based predictions. Meta-analyses yielded significant effects for all 6 outcome variables. The pattern of results for different outcomes and research designs (experimental, cross-sectional, longitudinal) fit theoretical predictions well. The evidence strongly suggests that exposure to violent video games is a causal risk factor for increased aggressive behavior, aggressive cognition, and aggressive affect and for decreased empathy and prosocial behavior. Moderator analyses revealed significant research design effects, weak evidence of cultural differences in susceptibility and type of measurement effects, and no evidence of sex differences in susceptibility. Results of various sensitivity analyses revealed these effects to be robust, with little evidence of selection (publication) bias.

摘要

采用荟萃分析程序检验了暴力视频游戏对攻击行为、攻击认知、攻击情绪、生理唤起、共情/脱敏和亲社会行为的影响。本荟萃分析综述的独特特征包括:(a)比以往的荟萃分析更严格的方法学质量纳入标准;(b)跨文化比较;(c)除生理唤起外,所有结果均为纵向研究;(d)保守的统计控制;(e)多种调节因素分析;以及 (f)敏感性分析。社会认知模型和日本与西方国家之间的文化差异被用来产生基于理论的预测。荟萃分析对所有 6 个结果变量均得出了显著的影响。不同结果和研究设计(实验、横断面、纵向)的结果模式与理论预测非常吻合。证据强烈表明,接触暴力视频游戏是导致攻击行为、攻击认知和攻击情绪增加以及共情和亲社会行为减少的一个因果风险因素。调节因素分析显示,研究设计效应显著,对易感性和测量效应类型的文化差异的证据较弱,且对易感性的性别差异无证据。各种敏感性分析的结果表明,这些影响是稳健的,几乎没有选择(发表)偏倚的证据。

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