Ferguson Christopher J, Trigani Benjamin, Pilato Steven, Miller Stephanie, Foley Kimberly, Barr Hayley
Department of Psychology, Stetson University, 421 N. Woodland Blvd., Deland, FL, 32729, USA.
Psychiatr Q. 2016 Mar;87(1):49-56. doi: 10.1007/s11126-015-9361-7.
The impact of violent video games (VVGs) on youth remains unclear given inconsistent results in past literature. Most previous experimental studies have been done with college students, not youth. The current study examined the impact of VVGs in an experimental study of teens (12-18). Participants were randomized to play either a violent or non-violent video game. Teens also reported their levels of stress and hostility both before and after video game play. Hostility levels neither decreased nor increased following violent game play, and Bayesian analyzes confirmed that results are supportive of the null hypothesis. By contrast, VVG exposure increased stress, but only for girls. The impact of VVGs on teen hostility is minimal. However, players unfamiliar with such games may find them unpleasant. These results are put into the context of Uses and Gratifications Theory with suggestions for how medical professionals should address the issue of VVG play with concerned parents.
鉴于过去文献中的结果不一致,暴力电子游戏(VVG)对青少年的影响仍不明确。以前的大多数实验研究都是针对大学生进行的,而非青少年。当前的研究在一项针对青少年(12至18岁)的实验研究中考察了暴力电子游戏的影响。参与者被随机分配去玩暴力或非暴力电子游戏。青少年还报告了他们在玩电子游戏前后的压力水平和敌意程度。玩暴力游戏后,敌意水平既没有降低也没有增加,贝叶斯分析证实结果支持零假设。相比之下,接触暴力电子游戏会增加压力,但仅对女孩有此影响。暴力电子游戏对青少年敌意的影响微乎其微。然而,不熟悉此类游戏的玩家可能会觉得它们令人不快。这些结果结合使用与满足理论进行了探讨,并就医学专业人员应如何与忧心忡忡的家长解决暴力电子游戏问题提出了建议。