ISSN 1671-3710
CN 11-4766/R
主办:中国科学院心理研究所
出版:科学出版社

心理科学进展 ›› 2014, Vol. 22 ›› Issue (8): 1226-1235.doi: 10.3724/SP.J.1042.2014.01226

• 元分析 • 上一篇    下一篇

暴力游戏对青少年攻击性认知影响的文化差异:基于元分析视角

靳宇倡;李俊一   

  1. 四川师范大学教师教育学院, 成都 610066
  • 收稿日期:2014-01-10 出版日期:2014-08-15 发布日期:2014-08-15
  • 通讯作者: 靳宇倡
  • 基金资助:

    国家社会科学基金项目(12XSH019)和教育部人文社会科学基金项目(12YJA190009)。

Cultural Differences in the Effect of Violent Video Games on Adolescent Aggression Cognition: Based on the Perspective of Meta-analysis

JIN Yuchang;LI Junyi   

  1. School of Teacher Education, Sichuan Normal University, Chengdu 610066, China
  • Received:2014-01-10 Online:2014-08-15 Published:2014-08-15
  • Contact: JIN Yuchang

摘要:

对国内外现有的暴力游戏影响青少年攻击性认知的实验研究进行元分析。总共纳入24篇研究, 产生28个独立样本, 涉及被试2449人。结果表明, 暴力游戏助长青少年攻击性认知的总效应接近中等程度; 暴力游戏对青少年攻击性认知的效应受文化类型和被试群体类型的调节, 但不受测验方法的影响, 西方文化的效应值显著大于东方文化的效应值; 其对小学生、大学生、中学生攻击性认知的影响效力依次递减, 各测验方法之间的效应值差异并不显著。

关键词: 暴力游戏, 攻击性认知, 视频游戏, 文化差异, 元分析

Abstract:

Meta-analytic procedures were used to test the culture differences of violent video games on aggressive cognition for children and adolescents. Twenty four researches were identified with a total sample size of 2449 participants. The results showed that: (1) The average effect size of violent video game exposure was 0.23. The effect size for children and adolescents approached to middle level. This suggested that exposure to violence video games in a causal risk factor for increased aggressive cognition. (2) Moderator analysis found that average effect size of western culture was bigger than eastern culture. Culture actually was an important moderator variable for effect of violent video game, collectivistic values, high moral discipline showed lower levels of aggression than individualism culture. (3) Average effect size of primary school students was bigger than the other. Violent video game probably had most powerful influence to primary school students. (4)There was no significant difference among different measuring methods.

Key words: violent video, aggression cognition, video game, cultural differences, meta-analysis