Drummond Aaron, Sauer James D, Ferguson Christopher J
Massey University, Palmerston North, Manawatu-Wanganui, New Zealand.
Department of Psychology, University of Tasmania, Hobart, Tasmania.
R Soc Open Sci. 2020 Jul 22;7(7):200373. doi: 10.1098/rsos.200373. eCollection 2020 Jul.
Whether video games with aggressive content contribute to aggressive behaviour in youth has been a matter of contention for decades. Recent re-evaluation of experimental evidence suggests that the literature suffers from publication bias, and that experimental studies are unable to demonstrate compelling short-term effects of aggressive game content on aggression. Long-term effects may still be plausible, if less-systematic short-term effects accumulate into systematic effects over time. However, longitudinal studies vary considerably in regard to whether they indicate long-term effects or not, and few analyses have considered what methodological factors may explain this heterogeneity in outcomes. The current meta-analysis included 28 independent samples including approximately 21 000 youth. Results revealed an overall effect size for this population of studies ( = 0.059) with no evidence of publication bias. Effect sizes were smaller for longer longitudinal periods, calling into question theories of accumulated effects, and effect sizes were lower for better-designed studies and those with less evidence for researcher expectancy effects. In exploratory analyses, studies with more best practices were statistically indistinguishable from zero ( = 0.012, 95% confidence interval: -0.010, 0.034). Overall, longitudinal studies do not appear to support substantive long-term links between aggressive game content and youth aggression. Correlations between aggressive game content and youth aggression appear better explained by methodological weaknesses and researcher expectancy effects than true effects in the real world.
含有攻击性内容的电子游戏是否会导致青少年的攻击性行为,几十年来一直存在争议。最近对实验证据的重新评估表明,相关文献存在发表偏倚,而且实验研究无法证明攻击性游戏内容对攻击行为有令人信服的短期影响。如果不太系统的短期影响随着时间的推移累积成系统影响,那么长期影响可能仍然是合理的。然而,纵向研究在是否表明长期影响方面差异很大,很少有分析考虑哪些方法因素可以解释这种结果的异质性。当前的荟萃分析纳入了28个独立样本,包括约21000名青少年。结果显示,该群体研究的总体效应量(=0.059),且没有发表偏倚的证据。纵向周期越长,效应量越小,这对累积效应理论提出了质疑,而设计更好的研究以及研究者预期效应证据较少的研究,效应量更低。在探索性分析中,采用更多最佳实践的研究在统计学上与零没有区别(=0.012,95%置信区间:-0.010,0.034)。总体而言,纵向研究似乎并不支持攻击性游戏内容与青少年攻击行为之间存在实质性的长期联系。攻击性游戏内容与青少年攻击行为之间的相关性,似乎更多地是由方法上的弱点和研究者预期效应来解释,而非现实世界中的真实效应。