Department of Developmental and Educational Psychology, Faculty of Psychology, University of Malaga, 29013 Malaga, Spain.
Int J Environ Res Public Health. 2021 Mar 11;18(6):2845. doi: 10.3390/ijerph18062845.
Research into the effects of violent video games on levels of aggression has raised concerns that they may pose a significant social risk, especially among younger people. The objective of this study was to analyze, through structural equation models, the mediating role of psychological engagement in the relationship between the consumption of violent video games and child-to-parent violence (CPV) against the mother and the father. The sample consisted of 916 students from the third and fourth grades of compulsory secondary education, first and second grades of high school, and first cycle of vocational training (483 males and 433 females), of whom a total of 628 were video game players, aged between 13 and 19. The exposure to video games was assessed through an author-elaborated questionnaire, engagement was evaluated with the game engagement questionnaire, and CPV was assessed through the child-to-parent aggression questionnaire. The structural equation models indicated that exposure to violent video games was related to lower rates of CPV against both parents. Conversely, the flow (a sense of being in control, being one with activity, and experiencing distortions in the perception of time) dimension of engagement positively correlated with the level of CPV against the mother, whereas the flow and absorption (total engagement in the current experience) dimensions correlated with CPV against the father. In conclusion, the results confirm the role of violent video game consumption, reducing CPV rates against both parents, a role that is offset to the extent that these violent games provoke engagement in the user.
研究暴力视频游戏对攻击水平的影响引起了人们的担忧,即它们可能构成重大的社会风险,尤其是在年轻人中。本研究的目的是通过结构方程模型分析心理投入在暴力视频游戏消费与针对父母的儿童对父母暴力(CPV)之间的关系中的中介作用,针对母亲和父亲。样本由来自中等教育第三和第四年级、高中第一和第二年级以及职业培训第一周期(483 名男性和 433 名女性)的 916 名学生组成,其中共有 628 名视频游戏玩家,年龄在 13 至 19 岁之间。通过作者编制的问卷评估视频游戏的接触,使用游戏投入问卷评估投入,使用儿童对父母攻击问卷评估 CPV。结构方程模型表明,接触暴力视频游戏与针对父母双方的 CPV 发生率较低有关。相反,投入的流畅性(一种控制感、与活动融为一体以及体验时间感知扭曲的感觉)维度与针对母亲的 CPV 水平呈正相关,而流畅性和吸收(对当前体验的完全投入)维度与针对父亲的 CPV 相关。总之,结果证实了暴力视频游戏消费的作用,降低了针对父母双方的 CPV 率,但在一定程度上,这些暴力游戏会促使用户投入。