• 文献检索
  • 文档翻译
  • 深度研究
  • 学术资讯
  • Suppr Zotero 插件Zotero 插件
  • 邀请有礼
  • 套餐&价格
  • 历史记录
应用&插件
Suppr Zotero 插件Zotero 插件浏览器插件Mac 客户端Windows 客户端微信小程序
定价
高级版会员购买积分包购买API积分包
服务
文献检索文档翻译深度研究API 文档MCP 服务
关于我们
关于 Suppr公司介绍联系我们用户协议隐私条款
关注我们

Suppr 超能文献

核心技术专利:CN118964589B侵权必究
粤ICP备2023148730 号-1Suppr @ 2026

文献检索

告别复杂PubMed语法,用中文像聊天一样搜索,搜遍4000万医学文献。AI智能推荐,让科研检索更轻松。

立即免费搜索

文件翻译

保留排版,准确专业,支持PDF/Word/PPT等文件格式,支持 12+语言互译。

免费翻译文档

深度研究

AI帮你快速写综述,25分钟生成高质量综述,智能提取关键信息,辅助科研写作。

立即免费体验

电子游戏:好、坏,还是其他?

Video games: good, bad, or other?

机构信息

Department of Psychology, Iowa State University, W112 Lagomarcino Hall, Ames, IA 50011-3180, USA.

出版信息

Pediatr Clin North Am. 2012 Jun;59(3):647-58, viii. doi: 10.1016/j.pcl.2012.03.016.

DOI:10.1016/j.pcl.2012.03.016
PMID:22643171
Abstract

Video games are a pervasive pastime among children and adolescents. The growing popularity of video games has instigated a debate among parents, researchers, video game producers, and policymakers concerning potential harmful and helpful effects of video games on children. This article provides an overview of research findings on the positive and negative effects of video games, thus providing an empirical answer to the question, are video games good or bad? The article also provides some guidelines to help pediatricians, parents, and other caregivers protect children from negative effects and to maximize positive effects of video games.

摘要

视频游戏是儿童和青少年中普遍存在的消遣方式。随着视频游戏的日益普及,家长、研究人员、视频游戏制作商和政策制定者围绕视频游戏对儿童可能产生的有益和有害影响展开了辩论。本文概述了关于视频游戏积极和消极影响的研究结果,从而对视频游戏是好是坏这一问题提供了一个经验性的答案。本文还提供了一些指导方针,以帮助儿科医生、家长和其他照顾者保护儿童免受负面影响,并最大限度地发挥视频游戏的积极影响。

相似文献

1
Video games: good, bad, or other?电子游戏:好、坏,还是其他?
Pediatr Clin North Am. 2012 Jun;59(3):647-58, viii. doi: 10.1016/j.pcl.2012.03.016.
2
"We don't need no education": Video game preferences, video game motivations, and aggressiveness among adolescent boys of different educational ability levels.“我们不需要教育”:不同教育能力水平的青春期男孩的视频游戏偏好、视频游戏动机和攻击性。
J Adolesc. 2012 Feb;35(1):153-62. doi: 10.1016/j.adolescence.2011.04.001. Epub 2011 May 6.
3
An update on the effects of playing violent video games.关于玩暴力电子游戏影响的最新情况。
J Adolesc. 2004 Feb;27(1):113-22. doi: 10.1016/j.adolescence.2003.10.009.
4
A longitudinal test of video game violence influences on dating and aggression: a 3-year longitudinal study of adolescents.一项关于电子游戏暴力影响约会和攻击行为的纵向测试:对青少年的一项为期 3 年的纵向研究。
J Psychiatr Res. 2012 Feb;46(2):141-6. doi: 10.1016/j.jpsychires.2011.10.014. Epub 2011 Nov 17.
5
Age and violent-content labels make video games forbidden fruits for youth.年龄限制和暴力内容标签使电子游戏成为青少年的禁果。
Pediatrics. 2009 Mar;123(3):870-6. doi: 10.1542/peds.2008-0601.
6
Experimental study of the differential effects of playing versus watching violent video games on children's aggressive behavior.玩暴力电子游戏与观看暴力电子游戏对儿童攻击性行为的差异影响的实验研究。
Aggress Behav. 2008 May-Jun;34(3):256-64. doi: 10.1002/ab.20245.
7
Violent video game effects on children and adolescents. A review of the literature.暴力电子游戏对儿童和青少年的影响。文献综述。
Minerva Pediatr. 2005 Dec;57(6):337-58.
8
Effects of Prosocial, Neutral, and Violent Video Games on Children's Helpful and Hurtful Behaviors.亲社会、中性和暴力电子游戏对儿童助人及伤害行为的影响。
Aggress Behav. 2012 Jul-Aug;38(4):281-7. doi: 10.1002/ab.21428.
9
A longitudinal study of the association between violent video game play and aggression among adolescents.一项关于青少年玩暴力视频游戏与攻击性之间关联的纵向研究。
Dev Psychol. 2012 Jul;48(4):1044-57. doi: 10.1037/a0026046. Epub 2011 Oct 31.
10
Denying humanness to others: a newly discovered mechanism by which violent video games increase aggressive behavior.否定他人的人性:暴力视频游戏增加攻击行为的一种新发现机制。
Psychol Sci. 2011 May;22(5):659-65. doi: 10.1177/0956797611403320. Epub 2011 Mar 21.

引用本文的文献

1
Effects of Animated Movies on the Aggression and Behavior Performance of Primary School Students and Their Control Using a Cognitive Behavioral Anger-Control Training (CBACT) Program.动画电影对小学生攻击性行为和行为表现的影响以及运用认知行为愤怒控制训练(CBACT)项目进行干预
Behav Sci (Basel). 2023 Aug 6;13(8):659. doi: 10.3390/bs13080659.
2
Player-Character Relationship and Game Satisfaction in Narrative Game: Focus on Player Experience of Character Switch in .叙事游戏中的玩家-角色关系与游戏满意度:聚焦于《.》中玩家的角色切换体验
Front Psychol. 2021 Sep 27;12:709926. doi: 10.3389/fpsyg.2021.709926. eCollection 2021.
3
Virtual Sport-Based Positive Youth Development During the COVID-19 Pandemic.
新冠疫情期间基于虚拟运动的青少年积极发展
Child Adolesc Social Work J. 2021;38(4):437-448. doi: 10.1007/s10560-021-00774-9. Epub 2021 May 15.
4
Video games and their associations with physical health: a scoping review.电子游戏及其与身体健康的关联:一项范围综述。
BMJ Open Sport Exerc Med. 2020 Oct 2;6(1):e000832. doi: 10.1136/bmjsem-2020-000832. eCollection 2020.
5
The Role of Cognitive Emotion Regulation Strategies in Problem Gaming Among Adolescents: A Nationally Representative Survey Study.认知情绪调节策略在青少年问题游戏中的作用:一项具有全国代表性的调查研究。
Front Psychiatry. 2019 Apr 29;10:273. doi: 10.3389/fpsyt.2019.00273. eCollection 2019.
6
Digital games as an effective approach for cancer management: Opportunities and challenges.数字游戏作为癌症管理的有效途径:机遇与挑战。
J Educ Health Promot. 2017 May 5;6:30. doi: 10.4103/jehp.jehp_146_14. eCollection 2017.
7
Frequent video-game playing in young males is associated with central adiposity and high-sugar, low-fibre dietary consumption.年轻男性频繁玩电子游戏与中心性肥胖以及高糖、低纤维饮食摄入有关。
Eat Weight Disord. 2014 Dec;19(4):515-20. doi: 10.1007/s40519-014-0128-1. Epub 2014 May 13.