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攻击性视频游戏研究从其复制危机中崭露头角(可以这么说)。

Aggressive video games research emerges from its replication crisis (Sort of).

机构信息

Department of Psychology, Stetson University, 421 N. Woodland Blvd., DeLand, FL 32729, United States.

出版信息

Curr Opin Psychol. 2020 Dec;36:1-6. doi: 10.1016/j.copsyc.2020.01.002. Epub 2020 Feb 10.

Abstract

The impact of aggressive video games (AVGs) on aggression and violent behavior among players, particularly youth, has been debated for decades. In recent years, evidence for publication bias, questionable researcher practices, citation bias and poor standardization of many measures and research designs has indicated that the false positive rate among studies of AVGs has been high. Several studies have undergone retraction. A small recent wave of preregistered studies have largely returned null results for outcomes related to youth violence as well as outcomes related to milder aggression. Increasingly, evidence suggests AVGs have little impact on player behavior in the realm of aggression and violence. Nonetheless, most professional guild policy statements (e.g. American Psychological Association) have failed to reflect these changes in the literature. Such policy statements should be retired or revised lest they misinform the public or do damage to the reputation of these organizations.

摘要

攻击性电子游戏(AVG)对玩家,尤其是青少年的攻击性和暴力行为的影响已经争论了几十年。近年来,有证据表明存在发表偏倚、研究人员行为不当、引用偏倚以及许多措施和研究设计的标准化程度较差,这表明关于 AVG 的研究中假阳性率一直很高。一些研究已经被撤回。最近一小波预先注册的研究在与青少年暴力相关的结果以及与轻度攻击性相关的结果方面大多得出了零结果。越来越多的证据表明,AVG 对玩家在攻击和暴力领域的行为几乎没有影响。尽管如此,大多数专业协会的政策声明(例如,美国心理协会)未能反映文献中的这些变化。这些政策声明应该被废弃或修改,以免误导公众或损害这些组织的声誉。

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