School of Family Life, Brigham Young University, Provo, Utah, USA.
Cyberpsychol Behav Soc Netw. 2021 Jan;24(1):11-16. doi: 10.1089/cyber.2020.0049. Epub 2020 Dec 18.
A host of studies have examined the impact of playing violent video games on aggressive behavior. However, longitudinal research is rare, and existing studies have allowed little room for individual variability in the trajectories of violent video game play. The current study used a person-centered approach to examine trajectories, predictors, and outcomes of violent video game play over a 10-year period. Three groups of individuals emerged: high initial violence (4 percent), moderate (23 percent), and low increasers (73 percent). High initial violence and moderate groups showed a curvilinear pattern of violent video game play across time, whereas low increasers group increased slightly in violent video game play across time. The high initial violence and moderate groups were more likely to be male, and those in the high initial violence group were more likely to be depressed at the initial wave. There was no difference in prosocial behavior at the final time point across all the three groups, but individuals in the moderate group displayed the highest levels of aggressive behavior at the final wave. Implications of the results are discussed.
大量研究考察了玩暴力视频游戏对攻击行为的影响。然而,纵向研究很少,而且现有的研究在暴力视频游戏玩法的轨迹上几乎没有为个体差异留出空间。本研究采用以个体为中心的方法,在 10 年期间内研究了暴力视频游戏玩法的轨迹、预测因素和结果。出现了三组个体:初始暴力高(4%)、中等(23%)和低增量(73%)。高初始暴力和中等组的暴力视频游戏玩法随时间呈曲线模式,而低增量组的暴力视频游戏玩法随时间略有增加。高初始暴力和中等组更可能是男性,而高初始暴力组在初始波中更可能抑郁。在最后时间点,所有三组的亲社会行为没有差异,但中等组的个体在最后一波中表现出最高水平的攻击行为。讨论了结果的意义。