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大学生中暴力电子游戏与网络攻击行为的关联:一项横断面研究。

Linking violent video games to cyberaggression among college students: A cross-sectional study.

作者信息

Li Yongzhan

机构信息

Department of Psychology, Xuchang University, Education College, Xuchang, Henan, 461000, China.

出版信息

Aggress Behav. 2022 Mar;48(2):241-252. doi: 10.1002/ab.22002. Epub 2021 Oct 22.

Abstract

To explore the relationship between exposure to violent video games and college students' cyberaggressive behavior and its internal mechanism, a cross-sectional survey was carried out with a sample of 1141 college students who completed the Violent Video Game Listing Questionnaire (VVLQ), Adolescent Online Aggressive Behavior Scale (AOABS), Beliefs Supportive of Violence Scale (BSVS), and Trait Anger Scale (TAS). The results showed that (1) exposure to violent video games was positively associated with college students' cyberaggressive behavior; (2) trait anger moderated the positive relationship between exposure to violent video games and college students' cyberaggressive behavior; (3) trait anger moderated the positive relationship between exposure to violent video games and college students' attitude toward violence; (4) attitude toward violence acted as a partial mediator in the positive relationship between exposure to violent video games and college students' cyberaggressive behavior; and (5) through attitude toward violence, trait anger plays a mediated moderating role in the positive relationship between exposure to violent video games and college students' aggressive behavior.

摘要

为探讨接触暴力电子游戏与大学生网络攻击行为之间的关系及其内在机制,对1141名大学生进行了横断面调查,这些学生完成了暴力电子游戏清单问卷(VVLQ)、青少年在线攻击行为量表(AOABS)、支持暴力信念量表(BSVS)和特质愤怒量表(TAS)。结果表明:(1)接触暴力电子游戏与大学生网络攻击行为呈正相关;(2)特质愤怒调节了接触暴力电子游戏与大学生网络攻击行为之间的正相关关系;(3)特质愤怒调节了接触暴力电子游戏与大学生对暴力态度之间的正相关关系;(4)对暴力的态度在接触暴力电子游戏与大学生网络攻击行为之间的正相关关系中起部分中介作用;(5)特质愤怒通过对暴力的态度,在接触暴力电子游戏与大学生攻击行为之间的正相关关系中起中介调节作用。

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