Coyne Sarah M, Warburton Wayne, Swit Cara, Stockdale Laura, Dyer W Justin
School of Family Life, Brigham Young University, Provo, UT, 84602, USA.
Department of Psychology, Macquarie University, Sydney, Australia.
J Youth Adolesc. 2023 Apr;52(4):719-733. doi: 10.1007/s10964-023-01739-0. Epub 2023 Feb 10.
Many theories of development suggest that playing violent video games would not impact all adolescents the same way, yet empirical research is sparse. To date there have been no within-subjects analyses that examine which adolescents are most at risk for developing aggression after playing violent video games and under what context, and no longitudinal studies encompassing multiple developmental stages (i.e., early adolescence to emerging adulthood) that examine the long-term effects of playing violent video games. To address this gap, the current study used a longitudinal design (spanning 8 years and encompassing multiple developmental periods) with a sample of U.S. adolescents who completed questionnaires on aggression, video gaming, and multiple risk and protective factors for aggression. Participants included 488 adolescents (M age = 13.82, SD = 1.03 at the initial wave, 51% female, with 65% being White, 12% Black, 19% multiethnic, and 4% other). Mixture regression was utilized to model physical aggression over time and to examine how playing violent video games might be related to aggression on an individual level. There were four classes: "Multi-risk", "High Gaming, High Aggression" (both of which had high levels of aggression over time), "Moderate Risk", and "Low Risk, High Privilege" (both of which had lower levels of aggression over time). Individuals were most aggressive with multiple risk factors or higher levels of violent game play and playing violent video games likely increased aggression more in individuals with other gaming problems and in males with low self-regulation. The results are discussed using a balanced perspective and recognize that violent video games do not affect all adolescents the same way. This research has direct implications for designing interventions around reducing aggressive behavior among adolescents.
许多发展理论表明,玩暴力电子游戏对所有青少年的影响并非相同,但实证研究却很稀少。迄今为止,尚无受试者内分析来探究哪些青少年在玩暴力电子游戏后最易出现攻击性行为以及在何种情况下最易出现,也没有涵盖多个发展阶段(即从青春期早期到成年初期)的纵向研究来考察玩暴力电子游戏的长期影响。为了填补这一空白,本研究采用了纵向设计(跨越8年,涵盖多个发展时期),以美国青少年为样本,他们完成了关于攻击性行为、电子游戏以及攻击性行为的多种风险和保护因素的问卷调查。参与者包括488名青少年(初始波次时年龄M = 13.82,标准差SD = 1.03,51%为女性,65%为白人,12%为黑人,19%为多民族,4%为其他)。混合回归用于对身体攻击行为随时间的变化进行建模,并考察玩暴力电子游戏在个体层面上与攻击性行为可能存在何种关联。共有四类:“多重风险”、“高游戏量、高攻击性”(两者随时间推移攻击性行为水平都较高)、“中度风险”以及“低风险、高特权”(两者随时间推移攻击性行为水平都较低)。个体在存在多种风险因素或玩暴力游戏量较高时攻击性最强,而且玩暴力电子游戏可能在有其他游戏问题的个体以及自我调节能力低的男性中更易增加攻击性。研究结果从平衡的角度进行了讨论,并认识到暴力电子游戏对所有青少年的影响并非相同。本研究对于围绕减少青少年攻击性行为设计干预措施具有直接意义。