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三种暴力电子游戏参与状态对攻击行为的影响:一种偏最小二乘结构方程建模方法。

The effect of three violent videogame engagement states on aggressive behavior: A partial least squares structural equation modeling approach.

作者信息

Abbasi Amir Zaib, Rehman Umair, Hussain Khalil, Ting Ding Hooi, Hlavacs Helmut, Qummar Hamza

机构信息

IRC for Finance and Digital Economy, King Fahd University of Petroleum and Minerals, Dhahran, Ash Sharqiyah, Saudi Arabia.

User Experience Design, Wilfrid Laurier University, Waterloo, ON, Canada.

出版信息

Front Psychol. 2022 Oct 10;13:918968. doi: 10.3389/fpsyg.2022.918968. eCollection 2022.

Abstract

Debate on violent games and their effect on aggressive behavior remains inconclusive. This study aims to study the predicting role of cognitive, affective, and behavioral engagement states in violent videogames on aggressive behavior, which remains nebulous to date. We visited gaming zones and administered the study survey to collect data from violent videogame users. We collected 208 valid responses that were further analyzed. The present study used SmartPLS (3.3.3) software to perform partial least squares structural equation modeling (PLS-SEM) analysis in two stages. In the first stage, the measurement model assessment reported that cognitive, affective, behavioral, and aggressive behavior proved to be reliable reflective-formative composite constructs. Whereas, the second phase illustrated that cognitive engagement in violent videogames fails to impact aggressive behavior. The other two engagement states (affective and behavioral) in violent games showed a positive impact on aggressive behavior. Our study contributes to aggressive behavior literature by understanding how violent videogame engagement states impact aggressive behavior, which is crucial to recognize aggression so that steps can be taken toward addressing it. This study also contributes methodologically by utilizing the hierarchical component model (HCM) approach to estimate, specify, and validate the hierarchical structure of higher-order constructs (i.e., consumer violent videogame engagement dimensions (cognitive, affective, and behavioral) and aggressive behavior) as reflective-formative composite models.

摘要

关于暴力游戏及其对攻击性行为的影响的争论尚无定论。本研究旨在探讨暴力电子游戏中认知、情感和行为参与状态对攻击性行为的预测作用,而这一作用至今仍不明确。我们走访了游戏区域,并对暴力电子游戏玩家进行了研究调查以收集数据。我们共收集到208份有效回复,并对其进行了进一步分析。本研究使用SmartPLS(3.3.3)软件分两个阶段进行偏最小二乘结构方程模型(PLS-SEM)分析。在第一阶段,测量模型评估表明,认知、情感、行为和攻击性行为被证明是可靠的反映性-构成性复合结构。而在第二阶段,结果表明暴力电子游戏中的认知参与对攻击性行为没有影响。暴力游戏中的其他两种参与状态(情感和行为)对攻击性行为有积极影响。我们的研究通过了解暴力电子游戏参与状态如何影响攻击性行为,为攻击性行为相关文献做出了贡献,这对于识别攻击行为至关重要,以便能够采取措施加以应对。本研究在方法上也有所贡献,即利用层次成分模型(HCM)方法来估计、指定和验证高阶结构(即消费者暴力电子游戏参与维度(认知、情感和行为)和攻击性行为)作为反映性-构成性复合模型的层次结构。

https://cdn.ncbi.nlm.nih.gov/pmc/blobs/11ae/9588979/0f033c9f1d00/fpsyg-13-918968-g001.jpg

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