Vidaña-Pérez Dèsirée, Braverman-Bronstein Ariela, Basto-Abreu Ana, Barrientos-Gutierrez Inti, Hilscher Rainer, Barrientos-Gutierrez Tonatiuh
Center for Population Health Research, National Institute of Public Health, Mexico. Avenuenida Universidad 655, col. Santa María Ahuacatitlán, Cuernavaca, Morelos, 62100, Mexico.
Center for DataScience, RTI International, 3040 East Cornwallis Road, Research Triangle Park, NC 27709, USA.
Sex Health. 2018 Jun;15(3):209-213. doi: 10.1071/SH17017.
Background Video games are widely used by children and adolescents and have become a significant source of exposure to sexual content. Despite evidence of the important role of media in the development of sexual attitudes and behaviours, little attention has been paid to monitor sexual content in video games.
Data was obtained about sexual content and rating for 23722 video games from 1994 to 2013 from the Entertainment Software Rating Board database; release dates and information on the top 100 selling video games was also obtained. A yearly prevalence of sexual content according to rating categories was calculated. Trends and comparisons were estimated using Joinpoint regression.
Sexual content was present in 13% of the video games. Games rated 'Mature' had the highest prevalence of sexual content (34.5%) followed by 'Teen' (30.7%) and 'E10+' (21.3%). Over time, sexual content decreased in the 'Everyone' category, 'E10+' maintained a low prevalence and 'Teen' and 'Mature' showed a marked increase. Both top and non-top video games showed constant increases, with top selling video games having 10.1% more sexual content across the period of study.
Over the last 20 years, the prevalence of sexual content has increased in video games with a 'Teen' or 'Mature' rating. Further studies are needed to quantify the potential association between sexual content in video games and sexual behaviour in children and adolescents.
背景 电子游戏被儿童和青少年广泛使用,已成为接触性内容的一个重要来源。尽管有证据表明媒体在性态度和性行为的形成中起着重要作用,但很少有人关注监测电子游戏中的性内容。
从娱乐软件分级委员会数据库中获取了1994年至2013年23722款电子游戏的性内容和分级数据;还获取了发行日期以及销量排名前100的电子游戏的信息。计算了按分级类别划分的性内容年度流行率。使用Joinpoint回归估计趋势和进行比较。
13%的电子游戏中存在性内容。评级为“成熟”的游戏性内容流行率最高(34.5%),其次是“青少年”(30.7%)和“适合10岁以上”(21.3%)。随着时间的推移,“所有人”类别中的性内容有所减少,“适合10岁以上”保持低流行率,“青少年”和“成熟”则显著增加。畅销和非畅销电子游戏均呈持续增长,在研究期间,畅销电子游戏的性内容多10.1%。
在过去20年中,评级为“青少年”或“成熟”的电子游戏中性内容的流行率有所增加。需要进一步研究来量化电子游戏中的性内容与儿童和青少年性行为之间的潜在关联。