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屏幕暴力与青少年行为

Screen Violence and Youth Behavior.

作者信息

Anderson Craig A, Bushman Brad J, Bartholow Bruce D, Cantor Joanne, Christakis Dimitri, Coyne Sarah M, Donnerstein Edward, Brockmyer Jeanne Funk, Gentile Douglas A, Green C Shawn, Huesmann Rowell, Hummer Tom, Krahé Barbara, Strasburger Victor C, Warburton Wayne, Wilson Barbara J, Ybarra Michele

机构信息

Iowa State University, Ames, Iowa;

The Ohio State University, Columbus, Ohio.

出版信息

Pediatrics. 2017 Nov;140(Suppl 2):S142-S147. doi: 10.1542/peds.2016-1758T.

Abstract

Violence in screen entertainment media (ie, television, film, video games, and the Internet), defined as depictions of characters (or players) trying to physically harm other characters (or players), is ubiquitous. The Workgroup on Media Violence and Violent Video Games reviewed numerous meta-analyses and other relevant research from the past 60 years, with an emphasis on violent video game research. Consistent with every major science organization review, the Workgroup found compelling evidence of short-term harmful effects, as well as evidence of long-term harmful effects. The vast majority of laboratory-based experimental studies have revealed that violent media exposure causes increased aggressive thoughts, angry feelings, physiologic arousal, hostile appraisals, aggressive behavior, and desensitization to violence and decreases prosocial behavior (eg, helping others) and empathy. Still, to more fully understand the potential for long-term harm from media violence exposure, the field is greatly in need of additional large-sample, high-quality, longitudinal studies that include validated measures of media violence exposure and measures of other known violence risk factors. Also, although several high-quality media violence intervention studies have been conducted, larger-scale studies with more comprehensive and longer-term assessments are needed to fully understand long-term effects and to inform the development of tools that will help to reduce problems associated with aggression and violence. The evidence that violent screen media constitutes a causal risk factor for increased aggression is compelling. Modern social-cognitive theories of social behavior provide useful frameworks for understanding how and why these effects occur.

摘要

屏幕娱乐媒体(即电视、电影、电子游戏和互联网)中的暴力现象无处不在,暴力被定义为角色(或玩家)试图对其他角色(或玩家)造成身体伤害的描绘。媒体暴力与暴力电子游戏工作组回顾了过去60年的大量荟萃分析和其他相关研究,重点是暴力电子游戏研究。与每个主要科学组织的审查一致,工作组发现了短期有害影响的有力证据以及长期有害影响的证据。绝大多数基于实验室的实验研究表明,接触暴力媒体会导致攻击性思维增加、愤怒情绪、生理唤醒、敌意评估、攻击性行为以及对暴力的脱敏,并减少亲社会行为(如帮助他人)和同理心。然而,为了更全面地了解接触媒体暴力的长期危害可能性,该领域非常需要更多的大样本、高质量纵向研究,这些研究应包括经过验证的媒体暴力接触测量方法以及其他已知暴力风险因素的测量方法。此外,尽管已经进行了几项高质量的媒体暴力干预研究,但仍需要进行更大规模、评估更全面且更长期的研究,以充分了解长期影响,并为开发有助于减少与攻击和暴力相关问题的工具提供信息。暴力屏幕媒体构成攻击行为增加的因果风险因素的证据很有说服力。现代社会行为的社会认知理论为理解这些影响如何以及为何发生提供了有用的框架。

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