Niklas Johannes, Matti Vuorre, Kristoffer Magnusson, Andrew K. Przybylski
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引用次数: 4
摘要
关于玩以武装战斗和竞争为特色的游戏(通常被称为暴力视频游戏)是否会对攻击性产生可衡量的影响,存在着激烈的争论。不幸的是,这场辩论几乎没有产生什么可操作的见解。在这里,我们对我们之前的研究(Vuorre et al.,2021)中关于该问题的最权威的纵向数据集进行了二次分析,以提供这些见解。我们分析了视频游戏公司提供的2580名玩家在六周内的游戏内客观行为。具体来说,我们询问了玩两款流行的在线射击游戏Apex Legends(PEGI 16)和Outriders(PEGI 18)的时间如何影响自我报告的愤怒情绪(即攻击性情绪)。我们发现玩这些游戏并没有增加攻击性影响;比赛时间和攻击性情感之间的交叉滞后关联几乎为零。我们的研究结果展示了获得准确的行业数据的价值,以及允许积累知识的电子游戏和心理健康的开放科学。
Time spent playing two online shooters has no measurable effect on aggressive affect
There is a lively debate whether playing games that feature armed combat and competition (often referred to as violent video games) has measurable effects on aggression. Unfortunately, that debate has produced little actionable insights. Here, we present a secondary analysis of the most authoritative longitudinal data set available on the issue, from our previous study (Vuorre et al., 2021), to deliver such insights. We analyzed objective in-game behavior, provided by video game companies, in 2,580 players over six weeks. Specifically, we asked how time spent playing two popular online shooters, Apex Legends (PEGI 16) and Outriders (PEGI 18), affected self-reported feelings of anger (i.e., aggressive affect). We found that playing these games did not increase aggressive affect; the cross-lagged association between game time and aggressive affect was virtually zero. Our results showcase the value of obtaining accurate industry data as well as an open science of video games and mental health that allows cumulative knowledge building.
期刊介绍:
Collabra: Psychology has 7 sections representing the broad field of psychology, and a highlighted focus area of “Methodology and Research Practice.” Are: Cognitive Psychology Social Psychology Personality Psychology Clinical Psychology Developmental Psychology Organizational Behavior Methodology and Research Practice.