暴力电子游戏等因素对上海市初中生攻击行为的影响

Chen Xiuqing, Yi Jiali, Huang Limei, Yanggeng Chen, Yu Yan, G. Xuemei
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The data was collected included Violent Video Game\n Use Habits Questionnaire, Buss & Perry aggression questionnaire, Adolescent Self-Control\n Dual System Scale and Simple Coping Style Questionnaire.\n Results According to the potential profile analysis, the level of aggressive behavior of\n junior school students in Shanghai could be divided into four groups, which was low\n aggressive group, middle aggressive group one, middle aggressive group two and high\n aggressive group according to level of aggregate. After controlling for gender and\n age, multivariate Logistic regression showed that exposure to violent video games,\n impulse system and negative response were risk factors for aggressive behavior (\n P<0.05); using low aggressive group as control group, the OR of violent video games in other three groups were 1.26, 1.30 and 1.70 respectively.\n The OR of impulse system were 2.96, 4.40 and 6.84 respectively. The OR of negative response were 1.17, 1.42 and 1.74 respectively. Positive response was\n a protective factor (\n P<0.05). Using low aggressive group as control group, the OR of positive in other three groups were 0.82, 0.52 and 0.49 respectively.\n Conclusion Violent video game exposure, impulsive system and negative coping style can increase\n the level of aggressive behavior of junior high school students, while positive coping\n style can reduce the level of aggression of junior middle school students.\n 【摘要】 目的 了解上海市初中生暴力电子游戏接触、自我控制水平和应对方式对攻击性行为的影响, 为有效降低青少年攻击性行为干预措施提供依据。\n 方法 采用整群抽样方法, 于 2019 年 5—6 月对上海市 4 所普通公立初中学校 1 886 名在校学生进行问卷调査, 调査内容包括暴力电子游戏使用习惯问卷、Buss和Peny攻击问卷、青少年自我控制双系统量表以及简易应对方式问卷。\n 结果 上海市初中生攻击性行为水平根据潜在剖面分析可以分为 4 个组别, 根据攻击性水平从低到髙, 依次命名为低攻击组、中等攻击 1 组、中等攻击 2 组和髙攻击组。在控制性别和年龄的基础上,\n 多因素 Logistic 回归分析显示, 与低攻击组相比, 其余各组别中暴力电子游戏接触、冲动系统、消极应对与攻击性行为均呈正相关(\n OR 值分别为 1.26, 1.30, 1.70;2.96,4.40,6.84;1.17, 1.42, 1.74, P 值均<0.05), 积极应对与攻击性行为呈负相关(\n OR 值分别为 0.82, 0.52,0.49, P 值均<0.05)。\n 结论 暴力电子游戏接触、冲动系统和消极应对方式会增加初中生的攻击性行为水平, 而积极应对方式能降低初中生攻击性水平。","PeriodicalId":106801,"journal":{"name":"Chinese Journal of School Health","volume":"37 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2021-08-01","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Impact of violent video games and other factors on aggressive behavior of junior high school students in Shanghai\",\"authors\":\"Chen Xiuqing, Yi Jiali, Huang Limei, Yanggeng Chen, Yu Yan, G. Xuemei\",\"doi\":\"10.16835/J.CNKI.1000-9817.2021.08.015\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Objective To understand the impact of violent video games exposure, self-control level and\\n coping style on aggressive behavior of junior high school students in Shanghai, and\\n provide a basis for future interventions to effectively reduce adolescents’ aggressive\\n behavior.\\n Methods Cluster sampling was used to select 1 886 students of 4 public middle schools in\\n Shanghai from May to June 2019. The data was collected included Violent Video Game\\n Use Habits Questionnaire, Buss & Perry aggression questionnaire, Adolescent Self-Control\\n Dual System Scale and Simple Coping Style Questionnaire.\\n Results According to the potential profile analysis, the level of aggressive behavior of\\n junior school students in Shanghai could be divided into four groups, which was low\\n aggressive group, middle aggressive group one, middle aggressive group two and high\\n aggressive group according to level of aggregate. After controlling for gender and\\n age, multivariate Logistic regression showed that exposure to violent video games,\\n impulse system and negative response were risk factors for aggressive behavior (\\n P<0.05); using low aggressive group as control group, the OR of violent video games in other three groups were 1.26, 1.30 and 1.70 respectively.\\n The OR of impulse system were 2.96, 4.40 and 6.84 respectively. 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引用次数: 0

摘要

目的了解暴力电子游戏暴露、自我控制水平和应对方式对上海市初中生攻击行为的影响,为今后有效减少青少年攻击行为的干预提供依据。方法采用整群抽样方法,于2019年5 - 6月抽取上海市4所公办中学1 886名在校生。收集的数据包括暴力电子游戏使用习惯问卷、Buss & Perry攻击行为问卷、青少年自我控制双系统量表和简单应对方式问卷。结果根据潜在剖面分析,上海市初中生的攻击行为水平按总体水平可分为低攻击组、中攻击组一、中攻击组二和高攻击组。在控制性别和年龄因素后,多因素Logistic回归分析显示,暴力电子游戏暴露、冲动系统和消极反应是攻击行为的危险因素(P<0.05);以低攻击性组为对照组,其他三组暴力电子游戏的OR分别为1.26、1.30和1.70。脉冲系统的OR分别为2.96、4.40和6.84。阴性反应的OR分别为1.17、1.42和1.74。阳性反应是保护因素(P<0.05)。以低攻击性组为对照组,其余三组阳性的OR分别为0.82、0.52和0.49。结论暴力电子游戏暴露、冲动系统和消极应对方式能提高初中生的攻击行为水平,而积极应对方式能降低初中生的攻击行为水平。【摘要】 目的 了解上海市初中生暴力电子游戏接触、自我控制水平和应对方式对攻击性行为的影响, 为有效降低青少年攻击性行为干预措施提供依据。 方法采用整群抽样方法,于2019年5 - 6月对上海市4所普通公立初中学校1 886名在校学生进行问卷调査,调査内容包括暴力电子游戏使用习惯问卷,巴斯和块钱攻击问卷,青少年自我控制双系统量表以及简易应对方式问卷。结果 上海市初中生攻击性行为水平根据潜在剖面分析可以分为 4 个组别, 根据攻击性水平从低到髙, 依次命名为低攻击组、中等攻击 1 组、中等攻击 2 组和髙攻击组。在控制性别和年龄的基础上,多因素物流回归分析显示,与低攻击组相比,其余各组别中暴力电子游戏接触,冲动系统,消极应对与攻击性行为均呈正相关(或值分别为1.26,1.30,1.70,2.96,4.40,6.84,1.17,1.42,1.74,P值均< 0.05),积极应对与攻击性行为呈负相关(或值分别为0.82,0.52,0.49,P值均< 0.05)。结论 暴力电子游戏接触、冲动系统和消极应对方式会增加初中生的攻击性行为水平, 而积极应对方式能降低初中生攻击性水平。
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Impact of violent video games and other factors on aggressive behavior of junior high school students in Shanghai
Objective To understand the impact of violent video games exposure, self-control level and coping style on aggressive behavior of junior high school students in Shanghai, and provide a basis for future interventions to effectively reduce adolescents’ aggressive behavior. Methods Cluster sampling was used to select 1 886 students of 4 public middle schools in Shanghai from May to June 2019. The data was collected included Violent Video Game Use Habits Questionnaire, Buss & Perry aggression questionnaire, Adolescent Self-Control Dual System Scale and Simple Coping Style Questionnaire. Results According to the potential profile analysis, the level of aggressive behavior of junior school students in Shanghai could be divided into four groups, which was low aggressive group, middle aggressive group one, middle aggressive group two and high aggressive group according to level of aggregate. After controlling for gender and age, multivariate Logistic regression showed that exposure to violent video games, impulse system and negative response were risk factors for aggressive behavior ( P<0.05); using low aggressive group as control group, the OR of violent video games in other three groups were 1.26, 1.30 and 1.70 respectively. The OR of impulse system were 2.96, 4.40 and 6.84 respectively. The OR of negative response were 1.17, 1.42 and 1.74 respectively. Positive response was a protective factor ( P<0.05). Using low aggressive group as control group, the OR of positive in other three groups were 0.82, 0.52 and 0.49 respectively. Conclusion Violent video game exposure, impulsive system and negative coping style can increase the level of aggressive behavior of junior high school students, while positive coping style can reduce the level of aggression of junior middle school students. 【摘要】 目的 了解上海市初中生暴力电子游戏接触、自我控制水平和应对方式对攻击性行为的影响, 为有效降低青少年攻击性行为干预措施提供依据。 方法 采用整群抽样方法, 于 2019 年 5—6 月对上海市 4 所普通公立初中学校 1 886 名在校学生进行问卷调査, 调査内容包括暴力电子游戏使用习惯问卷、Buss和Peny攻击问卷、青少年自我控制双系统量表以及简易应对方式问卷。 结果 上海市初中生攻击性行为水平根据潜在剖面分析可以分为 4 个组别, 根据攻击性水平从低到髙, 依次命名为低攻击组、中等攻击 1 组、中等攻击 2 组和髙攻击组。在控制性别和年龄的基础上, 多因素 Logistic 回归分析显示, 与低攻击组相比, 其余各组别中暴力电子游戏接触、冲动系统、消极应对与攻击性行为均呈正相关( OR 值分别为 1.26, 1.30, 1.70;2.96,4.40,6.84;1.17, 1.42, 1.74, P 值均<0.05), 积极应对与攻击性行为呈负相关( OR 值分别为 0.82, 0.52,0.49, P 值均<0.05)。 结论 暴力电子游戏接触、冲动系统和消极应对方式会增加初中生的攻击性行为水平, 而积极应对方式能降低初中生攻击性水平。
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