Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: a meta-analytic review.

IF 17.3 1区 心理学 Q1 PSYCHOLOGY Psychological bulletin Pub Date : 2010-03-01 DOI:10.1037/a0018251
Craig A Anderson, Akiko Shibuya, Nobuko Ihori, Edward L Swing, Brad J Bushman, Akira Sakamoto, Hannah R Rothstein, Muniba Saleem
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引用次数: 1754

Abstract

Meta-analytic procedures were used to test the effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, empathy/desensitization, and prosocial behavior. Unique features of this meta-analytic review include (a) more restrictive methodological quality inclusion criteria than in past meta-analyses; (b) cross-cultural comparisons; (c) longitudinal studies for all outcomes except physiological arousal; (d) conservative statistical controls; (e) multiple moderator analyses; and (f) sensitivity analyses. Social-cognitive models and cultural differences between Japan and Western countries were used to generate theory-based predictions. Meta-analyses yielded significant effects for all 6 outcome variables. The pattern of results for different outcomes and research designs (experimental, cross-sectional, longitudinal) fit theoretical predictions well. The evidence strongly suggests that exposure to violent video games is a causal risk factor for increased aggressive behavior, aggressive cognition, and aggressive affect and for decreased empathy and prosocial behavior. Moderator analyses revealed significant research design effects, weak evidence of cultural differences in susceptibility and type of measurement effects, and no evidence of sex differences in susceptibility. Results of various sensitivity analyses revealed these effects to be robust, with little evidence of selection (publication) bias.

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暴力电子游戏对攻击、共情和亲社会行为的影响:一项荟萃分析综述。
采用元分析方法检验暴力电子游戏对攻击行为、攻击认知、攻击情感、生理唤醒、共情/脱敏和亲社会行为的影响。这篇荟萃分析综述的独特之处在于:(a)与过去的荟萃分析相比,更严格的方法质量纳入标准;(b)跨文化比较;(c)除生理唤醒外的所有结果的纵向研究;(d)保守统计控制;(e)多重调节因子分析;(f)敏感性分析。社会认知模型和日本与西方国家之间的文化差异被用来产生基于理论的预测。荟萃分析显示,所有6个结果变量均有显著影响。不同结果和研究设计(实验、横断面、纵向)的结果模式与理论预测吻合得很好。证据有力地表明,接触暴力视频游戏是导致攻击性行为、攻击性认知和攻击性情感增加、同理心和亲社会行为减少的因果风险因素。调节分析显示,研究设计效应显著,易感性的文化差异和测量类型效应的证据较弱,易感性的性别差异没有证据。各种敏感性分析的结果显示,这些影响是稳健的,几乎没有证据表明存在选择(发表)偏倚。
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来源期刊
Psychological bulletin
Psychological bulletin 医学-心理学
CiteScore
33.60
自引率
0.90%
发文量
21
期刊介绍: Psychological Bulletin publishes syntheses of research in scientific psychology. Research syntheses seek to summarize past research by drawing overall conclusions from many separate investigations that address related or identical hypotheses. A research synthesis typically presents the authors' assessments: -of the state of knowledge concerning the relations of interest; -of critical assessments of the strengths and weaknesses in past research; -of important issues that research has left unresolved, thereby directing future research so it can yield a maximum amount of new information.
期刊最新文献
The relationship between religiousness and health among sexual minorities: A meta-analysis. Testing (quizzing) boosts classroom learning: A systematic and meta-analytic review. Auditory imagery: empirical findings. Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: a meta-analytic review. Much ado about nothing: the misestimation and overinterpretation of violent video game effects in eastern and western nations: comment on Anderson et al. (2010).
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