大学生使用电子游戏作为风险暴露、保护性丧失能力或无关紧要的活动:在独特风险环境中的比较方法

IF 1.7 4区 心理学 Q2 COMMUNICATION
Adrienne Holz Ivory, James D. Ivory, Madison Lanier
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引用次数: 25

摘要

虽然有大量的文献探讨电子游戏可能产生的负面影响,而且许多此类研究都以大学生为样本,但关于电子游戏使用如何影响大学生独特的风险环境的研究却很少。本研究侧重于学院和大学环境的独特风险方面,通过一项预先注册的调查,比较了电子游戏在预测酒精和物质使用、性风险、人际暴力、欺凌受害者、自杀、饮食失调和锻炼方面的三种竞争模型(游戏作为风险、丧失能力或无关重要的游戏),以提供一个基线测量,如果有的话,电子游戏在学院和大学风险环境中扮演什么角色。玩电子游戏与自杀和人际暴力相关的结果最为一致,与其他一些结果的联系更为偶然。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
Video Game Use as Risk Exposure, Protective Incapacitation, or Inconsequential Activity Among University Students: Comparing Approaches in a Unique Risk Environment
While there is extensive literature exploring the possible negative effects of video games, and many such studies using college student samples, there is little research on how video game use impacts the unique risk environment of college students. This study focuses on the unique risk aspects of the college and university environment with a preregistered survey comparing three competing models of video games’ possible role (games as risk, incapacitation, or inconsequential) in predicting alcohol and substance use, sexual risk, interpersonal violence, bullying victimization, suicide, disordered eating, and exercise to provide a baseline measure of what role, if any, video games play in the college and university risk environment. Video game play was most consistently associated with outcomes related to suicide and interpersonal violence, and more sporadically associated with some other outcomes.
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来源期刊
CiteScore
3.20
自引率
11.80%
发文量
42
期刊介绍: Journal of Media Psychology (JMP) is committed to publishing original, high-quality papers which cover the broad range of media psychological research. This peer-reviewed journal focuses on how human beings select, use, and experience various media as well as how media (use) can affect their cognitions, emotions, and behaviors. Submissions must substantially advance the current state-of the art on a theoretical and/or an empirical level. To name just a few typical fields and domains of inquiry, the Journal of Media Psychology considers manuscripts dealing with research on entertainment, computer-mediated communication (including social media), human-computer interaction, e-learning, computer and video games, virtual environments, or advertising. The journal is also open to research from neighboring disciplines as far as this work ties in with psychological concepts of the uses and effects of the media. Submissions of comparative work, e.g., crossmedia, cross-gender, or cross-cultural, are encouraged. Moreover, submissions including alternative analysis procedures such as the Bayesian approach are welcome. Starting in 2015, the pre-registration of research plans will also be possible. To ensure short turn-around cycles for manuscript review and fast publication, the Journal of Media Psychology relies heavily upon electronic communication and information exchange, starting from electronic submission and continuing throughout the entire review and production process.
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