The Question of Violent Video Games and Aggression: Testing Statistical and Methodological Issues of Null Effects Using Data From an Open-Access Case Study

IF 2.7 2区 心理学 Q1 BEHAVIORAL SCIENCES
Andreas Miles-Novelo, Craig A. Anderson
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引用次数: 0

Abstract

While numerous meta-analyses, reviews, and task forces from various scientific bodies have linked violent media use to aggression, some studies report null effects and claim that such a relationship is non-existent. Several scholars have noted that potential methodological and statistical errors could explain failures to replicate these effects. One recent failure to replicate established violent video game effects (Przybylski and Weinstein 2019) has made its data set publicly available, thereby offering a unique opportunity to examine the hypothesis that methodological and statistical problems underlie some replication failures. The present study re-examined the original results from Przybylski and Weinstein (2019) using more appropriate analyses and replicated those results with recalculated, corrected, and more theoretically appropriate variables. The first part examines issues within the original study, including problems with the measure used to assess aggression, statistical control, and the measurement of exposure to video game violence (VGV). The second part created a more standard measure of VGV exposure to test whether the null result stemmed from this measurement issue. Overall, results demonstrate that conceptual misunderstandings of aggression, poor measures regarding both aggression and video game violence exposure, and inappropriate statistical procedures contributed to the initially reported null results. Furthermore, by using improved materials (including a more sophisticated coding scheme to assess exposure to violent video games) and sound statistical analysis (correcting for overcontrol), the data replicate the long-established relationship between playing violent video games and aggressive behavior.

Abstract Image

暴力电子游戏和攻击性的问题:使用开放获取案例研究的数据测试无效效应的统计和方法问题
虽然来自不同科学机构的大量荟萃分析、评论和工作组将暴力媒体使用与攻击性联系起来,但一些研究报告无效效应,并声称这种关系不存在。一些学者指出,潜在的方法和统计错误可以解释无法复制这些效应的原因。最近一项未能复制已建立的暴力电子游戏效果的研究(Przybylski和Weinstein 2019)使其数据集公开可用,从而提供了一个独特的机会来检验一种假设,即方法和统计问题是一些复制失败的基础。本研究使用更合适的分析重新检查了Przybylski和Weinstein(2019)的原始结果,并使用重新计算、修正和理论上更合适的变量复制了这些结果。第一部分考察了原始研究中的问题,包括用于评估攻击性、统计控制和电子游戏暴力暴露(VGV)测量的问题。第二部分创建了一个更标准的VGV暴露测量,以测试无效结果是否源于此测量问题。总的来说,结果表明攻击性的概念误解,关于攻击性和电子游戏暴力暴露的糟糕测量,以及不适当的统计程序导致了最初报告的无效结果。此外,通过使用改进的材料(包括更复杂的编码方案来评估暴力电子游戏的暴露程度)和可靠的统计分析(纠正过度控制),数据复制了玩暴力电子游戏和攻击行为之间长期建立的关系。
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来源期刊
Aggressive Behavior
Aggressive Behavior 医学-行为科学
CiteScore
4.90
自引率
3.40%
发文量
52
审稿时长
>12 weeks
期刊介绍: Aggressive Behavior will consider manuscripts in the English language concerning the fields of Animal Behavior, Anthropology, Ethology, Psychiatry, Psychobiology, Psychology, and Sociology which relate to either overt or implied conflict behaviors. Papers concerning mechanisms underlying or influencing behaviors generally regarded as aggressive and the physiological and/or behavioral consequences of being subject to such behaviors will fall within the scope of the journal. Review articles will be considered as well as empirical and theoretical articles. Aggressive Behavior is the official journal of the International Society for Research on Aggression.
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