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 ›› 2019, Vol. 27 ›› Issue (3): 453-464.doi: 10.3724/SP.J.1042.2019.00453

• 元分析 • 上一篇    下一篇

暴力视频游戏对个体亲社会性的影响:一项元分析

邵嵘, 滕召军, 刘衍玲()   

  1. 西南大学心理健康教育研究中心, 重庆 400715
  • 收稿日期:2017-11-24 出版日期:2019-03-15 发布日期:2019-01-22
  • 通讯作者: 刘衍玲 E-mail:ssq@swu.edu.cn
  • 基金资助:
    国家社会科学基金教育学一般课题“亲社会视频游戏对青少年亲社会行为的影响”(BBA140049)

How violent video games affect prosocial outcomes: A meta-analysis

SHAO Rong, TENG Zhaojun, LIU Yanling()   

  1. Research Center for Mental Health Education, Southwest University, Chongqing 400715, China
  • Received:2017-11-24 Online:2019-03-15 Published:2019-01-22
  • Contact: LIU Yanling E-mail:ssq@swu.edu.cn

摘要:

暴力视频游戏是一种新兴的娱乐媒介, 是指含有描绘个体试图对其他个体造成伤害等内容的视频游戏。亲社会性是人类区别于动物的重要特征, 包括在人际交往中个体所表现出的利他、助人等一切使他人受益的认知、情感和行为。本文采用元分析的方法整合国内外已有研究, 分析暴力视频游戏对玩家亲社会性影响的主效应, 并重点考察各调节变量在暴力视频游戏与亲社会性的关系中产生的作用。通过文献检索, 纳入符合要求的文献24篇, 包含63个效应值(effect size), 总样本量18554人。研究结果显示:暴力视频游戏与亲社会性总效应值显著, 但相关较弱(r = -0.10)。调节效应分析表明, 暴力视频游戏与亲社会性的关系受到被试性别、被试类型、被试年龄、测量类型与亲社会性测量指标的调节。未来研究可以进一步采用一般攻击模型与一般学习模型等理论模型指导暴力视频游戏对亲社会行为影响研究, 同时优化实证研究中测量亲社会性的实验范式, 并且需要重点考察个体差异对暴力视频游戏与亲社会性关系的影响。

关键词: 暴力视频游戏, 亲社会性, 元分析, 调节效应

Abstract:

Violent video game is a new kind of medium which depicts intentional attempts by individuals to inflict harm on others. Prosociality is an important characteristic that distinguishes human beings from animals, which includes prosocial cognition, emotion and behavior that show in interpersonal communication, such as altruism, helping behavior and so on. The current research conducted a meta-analytic review of studies that examined the impact of violent video games on prosocial outcomes, and focused on the role of moderating variables in the relationship between violent video games and prosocial outcomes. Data from 24 journal articles and 63 effect sizes with 18554 participants revealed that violent video games had negative main effects on prosocial outcomes, but the effect size was small (r = -0.10); moderation analysis showed that the effects between violent video games and prosocial outcomes were moderated by gender, age of participants, measurement and types of prosocial outcomes. Future research should consider using new models such as take together for GAM and GLM model to guide the research which explore the relationship between violent video games and prosocial outcomes, optimizing the experimental paradigm which measures prosocial outcomes. What’s more, it is necessary to pay attention to the effects of individual differences and features of video games.

Key words: violent video games, prosocial outcomes, meta-analysis, moderated effects

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