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本文引用的文献

1
Effects of Violent-Video-Game Exposure on Aggressive Behavior, Aggressive-Thought Accessibility, and Aggressive Affect Among Adults With and Without Autism Spectrum Disorder.暴力电子游戏暴露对患有和未患有自闭症谱系障碍的成年人攻击性行为、攻击思维可及性及攻击情绪的影响。
Psychol Sci. 2015 Aug;26(8):1187-200. doi: 10.1177/0956797615583038. Epub 2015 Jun 25.
2
Demolishing the competition: the longitudinal link between competitive video games, competitive gambling, and aggression.摧毁竞争:竞争性电子游戏、竞争性赌博和攻击行为之间的纵向联系。
J Youth Adolesc. 2013 Jul;42(7):1090-104. doi: 10.1007/s10964-013-9952-2. Epub 2013 Apr 18.
3
Do television and electronic games predict children's psychosocial adjustment? Longitudinal research using the UK Millennium Cohort Study.电视和电子游戏是否能预测儿童的心理社会适应情况?使用英国千禧年队列研究的纵向研究。
Arch Dis Child. 2013 May;98(5):341-8. doi: 10.1136/archdischild-2011-301508. Epub 2013 Mar 25.
4
Cohort Profile: the 'children of the 90s'--the index offspring of the Avon Longitudinal Study of Parents and Children.队列特征描述:“90 后的孩子们”——雅芳纵向父母与子女研究的索引后代。
Int J Epidemiol. 2013 Feb;42(1):111-27. doi: 10.1093/ije/dys064. Epub 2012 Apr 16.
5
Effect of playing violent video games cooperatively or competitively on subsequent cooperative behavior.合作或竞争地玩暴力视频游戏对后续合作行为的影响。
Cyberpsychol Behav Soc Netw. 2012 May;15(5):277-80. doi: 10.1089/cyber.2011.0308. Epub 2012 Apr 10.
6
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.
7
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.
8
Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: a meta-analytic review.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。
Psychol Bull. 2010 Mar;136(2):151-73. doi: 10.1037/a0018251.
9
A multivariate analysis of youth violence and aggression: the influence of family, peers, depression, and media violence.青少年暴力和攻击行为的多变量分析:家庭、同伴、抑郁和媒体暴力的影响。
J Pediatr. 2009 Dec;155(6):904-908.e3. doi: 10.1016/j.jpeds.2009.06.021. Epub 2009 Aug 15.
10
The public health risks of media violence: a meta-analytic review.媒体暴力对公众健康的风险:一项荟萃分析综述。
J Pediatr. 2009 May;154(5):759-63. doi: 10.1016/j.jpeds.2008.11.033. Epub 2009 Feb 23.

利用雅芳亲子纵向研究的数据对儿童电子游戏使用与后续品行障碍和抑郁症进行前瞻性调查。

Prospective Investigation of Video Game Use in Children and Subsequent Conduct Disorder and Depression Using Data from the Avon Longitudinal Study of Parents and Children.

作者信息

Etchells Peter J, Gage Suzanne H, Rutherford Adam D, Munafò Marcus R

机构信息

School of Society, Enterprise and Environment, Bath Spa University, Newton St Loe, Bath, United Kingdom.

School of Experimental Psychology, University of Bristol, 12a Priory Road, Bristol, United Kingdom.

出版信息

PLoS One. 2016 Jan 28;11(1):e0147732. doi: 10.1371/journal.pone.0147732. eCollection 2016.

DOI:10.1371/journal.pone.0147732
PMID:26820149
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC4731569/
Abstract

There is increasing public and scientific concern regarding the long-term behavioural effects of video game use in children, but currently little consensus as to the nature of any such relationships. We investigated the relationship between video game use in children, degree of violence in games, and measures of depression and a 6-level banded measure of conduct disorder. Data from the Avon Longitudinal Study of Parents and Children were used. A 3-level measure of game use at age 8/9 years was developed, taking into account degree of violence based on game genre. Associations with conduct disorder and depression, measured at age 15, were investigated using ordinal logistic regression, adjusted for a number of potential confounders. Shoot-em-up games were associated with conduct disorder bands, and with a binary measure of conduct disorder, although the strength of evidence for these associations was weak. A sensitivity analysis comparing those who play competitive games to those who play shoot-em-ups found weak evidence supporting the hypothesis that it is violence rather than competitiveness that is associated with conduct disorder. However this analysis was underpowered, and we cannot rule out the possibility that increasing levels of competition in games may be just as likely to account for the observed associations as violent content. Overall game exposure as indicated by number of games in a household was not related to conduct disorder, nor was any association found between shoot-em-up video game use and depression.

摘要

公众和科学界对儿童玩电子游戏的长期行为影响日益关注,但目前对于此类关系的本质几乎没有共识。我们调查了儿童玩电子游戏、游戏中的暴力程度与抑郁测量指标以及品行障碍的六级分类测量指标之间的关系。使用了来自雅芳亲子纵向研究的数据。考虑到基于游戏类型的暴力程度,制定了一个8/9岁儿童游戏使用的三级测量指标。使用有序逻辑回归分析15岁时测量的品行障碍和抑郁的关联,并对一些潜在混杂因素进行了调整。射击游戏与品行障碍分类以及品行障碍的二元测量指标相关,尽管这些关联的证据强度较弱。一项敏感性分析比较了玩竞技游戏的人和玩射击游戏的人,发现证据薄弱,支持与品行障碍相关的是暴力而非竞争性这一假设。然而,该分析的效力不足,我们不能排除游戏中竞争程度增加与暴力内容一样可能导致观察到的关联的可能性。家庭中游戏数量所表明的总体游戏接触与品行障碍无关,射击类电子游戏的使用与抑郁之间也未发现任何关联。