Department of Psychology and Children's Digital Media Center, Georgetown University.
Department of Psychology, University of California San Diego.
Am Psychol. 2017 Feb-Mar;72(2):126-143. doi: 10.1037/a0040413.
A task force of experts was convened by the American Psychological Association (APA) to update the knowledge and policy about the impact of violent video game use on potential adverse outcomes. This APA Task Force on Media Violence examined the existing literature, including the meta-analyses in the field, since the last APA report on media violence in 2005. Because the most recent meta-analyses were published in 2010 and reflected work through 2009, the task force conducted a search of the published studies from 2009-2013. These recently published articles were scored and assessed by a systematic evidentiary review, followed by a meta-analysis of the high utility studies, as documented in the evidentiary review. Consistent with the literature that we reviewed, we found that violent video game exposure was associated with: an increased composite aggression score; increased aggressive behavior; increased aggressive cognitions; increased aggressive affect, increased desensitization, and decreased empathy; and increased physiological arousal. The size of the effects was similar to that in prior meta-analyses, suggesting a stable result. Our task force concluded that violent video game use is a risk factor for adverse outcomes, but found insufficient studies to examine any potential link between violent video game use and delinquency or criminal behavior. Our technical report is the basis of this article. (PsycINFO Database Record
一个由美国心理协会(APA)召集的专家工作组,更新了关于暴力视频游戏使用对潜在不良后果影响的知识和政策。该 APA 媒体暴力工作组审查了现有的文献,包括该领域的荟萃分析,自 2005 年 APA 关于媒体暴力的最后一份报告以来。由于最近的荟萃分析发表于 2010 年,并反映了 2009 年的工作,工作组对 2009 年至 2013 年发表的研究进行了搜索。这些最近发表的文章通过系统的证据审查进行评分和评估,随后对高实用研究进行荟萃分析,如证据审查中所记录的。与我们审查的文献一致,我们发现暴力视频游戏暴露与以下因素有关:复合攻击得分增加;攻击性行为增加;攻击性认知增加;攻击性情绪增加,脱敏增加,同理心减少;以及生理唤醒增加。影响的大小与之前的荟萃分析相似,表明结果稳定。我们的工作组得出结论,暴力视频游戏的使用是不良后果的一个风险因素,但发现研究不足,无法检查暴力视频游戏的使用与青少年犯罪或犯罪行为之间的任何潜在联系。我们的技术报告是本文的基础。