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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.

DOI:10.3389/fpsyg.2022.918968
PMID:36300079
原文链接:https://pmc.ncbi.nlm.nih.gov/articles/PMC9588979/
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/e7a86af2480f/fpsyg-13-918968-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/11ae/9588979/0f033c9f1d00/fpsyg-13-918968-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/11ae/9588979/e7a86af2480f/fpsyg-13-918968-g002.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/11ae/9588979/0f033c9f1d00/fpsyg-13-918968-g001.jpg
https://cdn.ncbi.nlm.nih.gov/pmc/blobs/11ae/9588979/e7a86af2480f/fpsyg-13-918968-g002.jpg

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本文引用的文献

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Predicting Video Game Addiction Through the Dimensions of Consumer Video Game Engagement: Quantitative and Cross-sectional Study.通过消费者电子游戏参与度维度预测电子游戏成瘾:定量与横断面研究
JMIR Serious Games. 2021 Nov 26;9(4):e30310. doi: 10.2196/30310.
2
Exploring the Mediating Effect of Psychological Engagement on the Relationship between Child-to-Parent Violence and Violent Video Games.探讨心理投入在子女对父母暴力与暴力视频游戏之间关系中的中介作用。
Int J Environ Res Public Health. 2021 Mar 11;18(6):2845. doi: 10.3390/ijerph18062845.
3
Effects of Violent Video Games on Aggressive Cognition and Aggressive Behavior.
暴力视频游戏对攻击认知和攻击行为的影响。
Cyberpsychol Behav Soc Netw. 2021 Jan;24(1):5-10. doi: 10.1089/cyber.2019.0676. Epub 2020 Dec 23.
4
Aggressive Video Games Are Not a Risk Factor for Mental Health Problems in Youth: A Longitudinal Study.攻击性视频游戏不是导致青年心理健康问题的风险因素:一项纵向研究。
Cyberpsychol Behav Soc Netw. 2021 Jan;24(1):70-73. doi: 10.1089/cyber.2020.0027. Epub 2020 Dec 1.
5
Do longitudinal studies support long-term relationships between aggressive game play and youth aggressive behaviour? A meta-analytic examination.纵向研究是否支持暴力游戏与青少年攻击性行为之间的长期关系?一项元分析检验。
R Soc Open Sci. 2020 Jul 22;7(7):200373. doi: 10.1098/rsos.200373. eCollection 2020 Jul.
6
Impact of HEXACO Personality Factors on Consumer Video Game Engagement: A Study on eSports.HEXACO人格因素对消费者电子游戏参与度的影响:一项关于电子竞技的研究。
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Reexamining the Findings of the American Psychological Association's 2015 Task Force on Violent Media: A Meta-Analysis.重新审视美国心理学会2015年暴力媒体特别工作组的研究结果:一项元分析。
Perspect Psychol Sci. 2020 Nov;15(6):1423-1443. doi: 10.1177/1745691620927666. Epub 2020 Aug 10.
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Aggressive video games research emerges from its replication crisis (Sort of).攻击性视频游戏研究从其复制危机中崭露头角(可以这么说)。
Curr Opin Psychol. 2020 Dec;36:1-6. doi: 10.1016/j.copsyc.2020.01.002. Epub 2020 Feb 10.
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Aggress Behav. 2020 Jan;46(1):16-24. doi: 10.1002/ab.21869. Epub 2019 Oct 15.
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