电子游戏会增加犯罪吗?

Joost Impink, P. Kielty, Han Stice, Roger M. White
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摘要

这项研究考察了2006年至2011年间暴力和非暴力畅销电子游戏发布后几周内的犯罪变化。我们发现,成人级视频游戏的发布与发布后数周内整体犯罪率的上升有关。青少年和成年人的犯罪率在与成人相关的释放后都会上升,但青少年犯罪率的增长(8%)大约是成年人犯罪率增长(2%)的四倍。相反地,我们发现非暴力电子游戏的发行与游戏发行后数周内犯罪率的下降有关。我们的研究结果表明,暴力视频游戏的发布增加了美国的犯罪率,至少在短期内是这样,尤其是在17岁以下的人群中,他们的成人游戏被明确地标记为“不适合”。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Do Video Games Increase Crime?
This study examines the change in crime observed in the weeks following the release of both violent and non-violent top-selling video games between 2006 and 2011. We find that the release of Mature-rated video games is associated with an increase in overall crime in the weeks following release. Crime increases for both youth and adults following Mature-related releases, but the increase in crime among youth is approximately four times greater (8%) than the increase among adults (2%). Conversely, we find that the release of non-violent (Everyone-rated) video games is associated with a decrease in crime in the weeks directly following the release. Our results suggest that the release of violent video games increases crime in the United States, at least in the short-term, especially among the under-17 population for whom Mature-rated games are explicitly labeled as not “suitable.”
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