Stetson University
Perspect Psychol Sci. 2015 Sep;10(5):646-66. doi: 10.1177/1745691615592234.
The issue of whether video games-violent or nonviolent-"harm" children and adolescents continues to be hotly contested in the scientific community, among politicians, and in the general public. To date, researchers have focused on college student samples in most studies on video games, often with poorly standardized outcome measures. To answer questions about harm to minors, these studies are arguably not very illuminating. In the current analysis, I sought to address this gap by focusing on studies of video game influences on child and adolescent samples. The effects of overall video game use and exposure to violent video games specifically were considered, although this was not an analysis of pathological game use. Overall, results from 101 studies suggest that video game influences on increased aggression (r = .06), reduced prosocial behavior (r = .04), reduced academic performance (r = -.01), depressive symptoms (r = .04), and attention deficit symptoms (r = .03) are minimal. Issues related to researchers' degrees of freedom and citation bias also continue to be common problems for the field. Publication bias remains a problem for studies of aggression. Recommendations are given on how research may be improved and how the psychological community should address video games from a public health perspective.
在科学界、政界和公众中,关于视频游戏(暴力或非暴力)是否“伤害”儿童和青少年的问题仍在激烈争论。迄今为止,大多数关于视频游戏的研究都集中在大学生样本上,而这些研究往往使用的是标准化程度较差的结果衡量标准。为了回答关于未成年人伤害的问题,这些研究可以说并没有提供太多的启示。在当前的分析中,我试图通过关注视频游戏对儿童和青少年样本的影响来解决这一差距。虽然这不是对病态游戏使用的分析,但仍考虑了整体视频游戏使用和接触暴力视频游戏的具体影响。总体而言,来自 101 项研究的结果表明,视频游戏对增加攻击性(r =.06)、减少亲社会行为(r =.04)、降低学业成绩(r = -.01)、抑郁症状(r =.04)和注意力缺陷症状(r =.03)的影响很小。与研究人员的自由度和引用偏差相关的问题仍然是该领域的常见问题。发表偏倚仍然是攻击性研究中的一个问题。就如何改进研究以及心理学界应如何从公共卫生的角度来处理视频游戏提出了建议。