一种基于证据的方法来检验玩暴力视频和电脑游戏的影响

J. Funk, D. Buchman, Jennifer A. Jenks, Heidi Bechtoldt
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引用次数: 8

摘要

视频和电脑(“电子”)游戏作为一种首选的休闲活动已经取得了持久的地位,暴力游戏通常很受欢迎。人们普遍猜测玩暴力电子游戏对儿童有害,但只有很少的实证研究。需要进行一系列研究,以便为消费者和决策者提供媒介教育的基础。这篇文章介绍了一个研究项目的结果。该计划的目标是系统地积累数据,以建立玩暴力电子游戏与儿童个性和行为方面之间的关系。对暴力游戏的偏好与各种结果测量(包括学业成绩和行为的自我认知)之间存在显著的负相关关系。然而,并不是在每一项研究中都发现了这种关系。我们已经提出,有些孩子可能更容易受到游戏的影响。在未来的研究中,这些可能的“高风险”玩家值得特别关注。理解儿童如何体验暴力电子游戏是理解游戏影响的另一个关键问题。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
An Evidence-Based Approach to Examining the Impact of Playing Violent Video and Computer Games
Video and computer (“electronic”) games have attained lasting status as a preferred leisure activity, and games with violence often achieve great popularity. There has been wide speculation that playing violent electronic games is harmful for children, but only minimal empirical work. A body of research is needed to provide a base for media education for consumers and for policy makers. This article presents findings from a program of research. The goal of the program is to systematically accumulate data to establish relationships between playing violent electronic games and aspects of children's personality and behavior. Significant negative relationships have been identified between a preference for violent games and various outcome measures including self-perceptions of academic performance and behavior. However, such relationships are not found in every study. We have proposed that some children may be more susceptible to being affected by game-playing. In future studies, these possible “high risk” players deserve special attention. Understanding how children experience playing a violent electronic game is another question that may be critical to understanding game impact.
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