Does violence in video games impact aggression and empathy? A longitudinal study of Czech adolescents to differentiate within- and between-person effects

IF 9 1区 心理学 Q1 PSYCHOLOGY, EXPERIMENTAL Computers in Human Behavior Pub Date : 2024-06-10 DOI:10.1016/j.chb.2024.108341
David Lacko, Hana Machackova, David Smahel
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Abstract

The associations between exposure to violent video games (VVG) and aggression/empathy have been extensively studied. VVG are often depicted as triggers for increased aggression and decreased empathy in line with the General Aggression Model. However, longitudinal evidence that distinguishes within- and between-person effects and focuses on various dimensions of aggression/empathy remains scarce. Drawing on representative sample of 3010 Czech adolescents (aged 13–17), data were collected over four waves to measure physical and verbal aggression, and cognitive and affective empathy. VVG was evaluated based on open-ended responses. A random-intercept cross-lagged panel model was employed to differentiate within- and between-person associations. VVG positively correlated with cognitive empathy, verbal aggression, and physical aggression at the between-person level. At the within-person level, two hypotheses were examined: the selection effect (effects of changes in aggression/empathy on changes in VVG) and the desensitization effect (effects of changes in VVG on alterations in aggression/empathy). All desensitization effects were statistically insignificant. Regarding selection effects, an increase in affective empathy was linked to a decrease in VVG. Conversely, an increase in physical aggression was associated with an increase in VVG, both positively and negatively, depending on the wave of data collection. Furthermore, the moderation effects of age and gender were tested at the within-person level. The positive (but not negative) effect of physical aggression on exposure to VVG was moderated by age, with a stronger effect evident among younger participants. These findings challenge the portrayal of VVG as a significant contributor to heightened aggression and decreased empathy in adolescents.

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电子游戏中的暴力行为会影响攻击性和移情能力吗?对捷克青少年进行纵向研究,区分人内和人际之间的影响
关于暴力电子游戏(VVG)与攻击性/移情之间的关系,已经进行了广泛的研究。根据 "一般攻击模型",暴力电子游戏通常被描述为增加攻击性和减少同情心的诱因。然而,能够区分人内效应和人际效应并关注攻击性/移情的不同维度的纵向证据仍然很少。本研究以具有代表性的 3010 名捷克青少年(13-17 岁)为样本,分四次收集数据,测量他们的身体和言语攻击性以及认知和情感移情能力。对VVG的评估基于开放式回答。采用随机截距交叉滞后面板模型来区分人内和人际关联。在人与人之间的层面上,VVG 与认知移情、言语攻击和身体攻击呈正相关。在人与人之间的层面上,研究了两个假设:选择效应(攻击性/移情的变化对 VVG 变化的影响)和脱敏效应(VVG 的变化对攻击性/移情变化的影响)。所有脱敏效应在统计学上都不显著。在选择效应方面,情感共鸣的增加与 VVG 的减少有关。相反,肢体攻击性的增加与 VVG 的增加有正反两方面的联系,这取决于数据收集的波次。此外,年龄和性别的调节作用也在个人层面上进行了测试。肢体攻击对 VVG 暴露的正向(而非负向)影响受到年龄的调节,年轻参与者的影响更明显。这些研究结果对将 VVG 视为导致青少年攻击性增强和移情能力下降的重要因素这一观点提出了质疑。
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来源期刊
CiteScore
19.10
自引率
4.00%
发文量
381
审稿时长
40 days
期刊介绍: Computers in Human Behavior is a scholarly journal that explores the psychological aspects of computer use. It covers original theoretical works, research reports, literature reviews, and software and book reviews. The journal examines both the use of computers in psychology, psychiatry, and related fields, and the psychological impact of computer use on individuals, groups, and society. Articles discuss topics such as professional practice, training, research, human development, learning, cognition, personality, and social interactions. It focuses on human interactions with computers, considering the computer as a medium through which human behaviors are shaped and expressed. Professionals interested in the psychological aspects of computer use will find this journal valuable, even with limited knowledge of computers.
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