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Growing Up with Grand Theft Auto: A 10-Year Study of Longitudinal Growth of Violent Video Game Play in Adolescents

机译:成长与大型盗窃汽车:纵向增长的10年纵向增长在青少年的剧烈视频游戏中

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摘要

A host of studies have examined the impact of playing violent video games on aggressive behavior. However, longitudinal research is rare, and existing studies have allowed little room for individual variability in the trajectories of violent video game play. The current study used a person-centered approach to examine trajectories, predictors, and outcomes of violent video game play over a 10-year period. Three groups of individuals emerged: high initial violence (4 percent), moderate (23 percent), and low increasers (73 percent). High initial violence and moderate groups showed a curvilinear pattern of violent video game play across time, whereas low increasers group increased slightly in violent video game play across time. The high initial violence and moderate groups were more likely to be male, and those in the high initial violence group were more likely to be depressed at the initial wave. There was no difference in prosocial behavior at the final time point across all the three groups, but individuals in the moderate group displayed the highest levels of aggressive behavior at the final wave. Implications of the results are discussed.
机译:一系列研究已经检查了打击暴力视频游戏对侵略性行为的影响。然而,纵向研究是罕见的,并且现有的研究允许在暴力视频游戏的轨迹中允许个体变异的小空间。目前的研究用来了一个以人为本的方法来检查暴力视频游戏的轨迹,预测和结果在10年期间。出现了三组人:高初始暴力(4%),中等(23%),低于更高的(73%)。高最初的暴力和温和的小组展示了横跨时间的暴力视频游戏的曲线模式,而低级群体在越来越大的视频游戏中略微增加。高初始暴力和中度群体更容易成为雄性,并且在初始波浪中更容易抑郁较小的暴力小组中的那些。在所有三个群体的最终时间点的女性行为中没有差异,但中央组织中的个人在最终波浪处展示了最高水平的攻击行为。讨论了结果的影响。

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