调查使用电脑游戏对青少年攻击行为的影响

Mojtaba Jokar, Ahmad Massoumi, Mansoureh Jokar, Mohhamd Hassan Haghaninejad, Arefe Akaberi, Nahid Ardian
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引用次数: 0

摘要

影响青少年攻击行为的因素之一是使用暴力电脑游戏。电脑游戏作为一种社会现象,随着其他音频和视频媒体在当今世界,是儿童和青少年的主要受众,因为他们惊人的成长和吸引力,但问题是,电脑游戏,特别是类型的暴力和战斗的影响是否对儿童和青少年有害的影响或已被放大。因此,本研究旨在确定使用电脑游戏对青少年攻击行为的影响。 方法:采用描述性研究方法,采用随机聚类的方法抽取100名初高中男生。收集现场资料的方法和数据收集工具为积极的问卷调查。这些测试的置信水平为95%。采用23 SPSS统计软件进行分析。 结果:学生的平均年龄为0/82岁和13/82岁,最感兴趣的是打斗和暴力游戏。结果显示,攻击性与学生平均成绩之间存在显著差异(p=0/013),方差分析统计检验发现,攻击性问卷得分与游戏类型和意义出生率之间存在显著关系。据报道,游戏频率最高的是粗糙格斗游戏(45度),最低的是创意电脑游戏(15度)。结论:本研究结果表明,青少年最受欢迎的游戏和最高的攻击率与战斗游戏有关,而创造性智力游戏组的攻击率最低。学业成绩一般的学生和青少年对电脑游戏的影响最大。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Investigating the Impact of Using Computer Games on Aggression in Adolescents
Introduction: One of the factors affecting adolescent aggression is the use of violent computer games. Computer games as a social phenomenon, along with other audio and video media in today's world, are the main audiences of children and adolescents because of their stunning growth and attraction, but the question is whether computer games, especially the type Their violent and combat effects have harmful effects on children and adolescents or have been magnified. Therefore, this study was aimed at determining the impact of using computer games on aggression in adolescents. Methods: In this descriptive study, the first high school male students were selected by 100 people by random clustered. The method of gathering field information and the data collection tool was the aggressive and fairy questionnaire. The confidence level of these tests was 95%. The analysis was performed by the 23 SPSS statistical software. Results: The average age of students was 0/82 and 13/82 years old and most interest in fighting and violent games. The results showed that there was a significant difference between aggression and students' grade point average (p=0/013), the Anova statistical test found that the relationship between the aggression questionnaire score and the type of games and the birth rate of the meaning is significant. The highest frequency of games was reported in rough fighting games with 45 abundance and the lowest in the creative computer game with 15 abundance. Conclusion: The results of the present study showed that the most popular game as well as the highest rate of adolescent aggression in relation to combat games and the lowest aggression in the creative intellectual game group. Students and adolescents with average academic status had the most aggressive impact on computer games.
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