Etchells Peter J, Gage Suzanne H, Rutherford Adam D, Munafò Marcus R
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.
PLoS One. 2016 Jan 28;11(1):e0147732. doi: 10.1371/journal.pone.0147732. eCollection 2016.
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.
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。