von Salisch Maria
Leuphana Universität Lüneburg Institut für Psychologie Universitätsallee 1 21335 Lüneburg Deutschland Institut für Psychologie (IFP) - Leuphana Universität Lüneburg.
Prax Kinderpsychol Kinderpsychiatr. 2020 Mar;69(2):109-125. doi: 10.13109/prkk.2020.69.2.109.
The majority of adolescents play digital games and many play violent ones. That youngsters with more intensive use of violent digital games would increase their physically aggressive behavior measured outside the laboratory over time, was supported in a meta-analysis from 2018. The overall socialization effect of beta = 0.11 was, however, modest. It was reduced to a unique effect of beta = 0.08 for playing violent digital games, when third variables which also explain the physically aggressive behavior were included. In addition, selection effects must be taken into account, which are based on aggressive individuals' preferences for violent digital games. Of the ten studies in this meta-analysis which analyzed the direction of effects in cross-lagged-panel or special regression designs, three established socialization effects only, two found bidirectional effects, three found selection effects only, and two found neither effect. Selection effects were more likely to be found in larger samples and in samples with young adolescents whose preference for violent games was less stable. This more complex result is discussed before the background of the biological, cognitive, and social transitions at the beginning of adolescence.
大多数青少年玩电子游戏,许多人玩暴力游戏。2018年的一项荟萃分析支持了这样的观点:随着时间的推移,频繁玩暴力电子游戏的青少年在实验室外所表现出的身体攻击性行为会增加。然而,β值为0.11的总体社会化效应并不显著。当纳入同样能解释身体攻击性行为的第三个变量时,玩暴力电子游戏的独特效应降至β值为0.08。此外,还必须考虑选择效应,这是基于具有攻击性的个体对暴力电子游戏的偏好。在这项荟萃分析的十项研究中,有三项研究采用交叉滞后面板或特殊回归设计分析了效应的方向,其中三项仅发现了社会化效应,两项发现了双向效应,三项仅发现了选择效应,两项未发现任何效应。在样本量较大以及青少年偏好暴力游戏的稳定性较低的样本中,更有可能发现选择效应。在青春期开始时的生物学、认知和社会转变的背景下,对这一更为复杂的结果进行了讨论。