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Relationships Among Violent and Non-Violent Video Games, Anxiety, Self-Esteem, and Aggression in Female and Male Gamers

机译:男性和女性玩家的暴力和非暴力视频游戏,焦虑,自尊和侵略之间的关系

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摘要

This study examines the differences in anxiety, self-esteem, and aggression levels between players of violent and non-violent video game and its connection to gender and age. This survey-based research utilizes survey data from 851 video gamers. The study included 61% men and 39% women. The ages of the participants ranged from 18 to 45. Participants were administered an anonymous survey including demographics, a questionnaire for video game habits, Rosenberg's self-esteem scale, a state anxiety inventory (STAI-S), and the Buss-Perry Aggression Questionnaire (BPAQ). The results revealed significant differences between males and females, as well as between younger and older gamers. Despite the majority of research showing a positive relationship between violent video game exposure and aggression levels, the results suggest that of the preference for a violent video game over a non-violent one is not, in itself, a cause for increased anxiety, self-esteem, and aggression levels.
机译:这项研究调查了暴力和非暴力视频游戏玩家之间的焦虑,自尊和攻击水平的差异,以及与性别和年龄的关系。这项基于调查的研究利用了来自851个视频游戏玩家的调查数据。该研究包括61%的男性和39%的女性。参与者的年龄从18岁到45岁不等。参与者进行了一项匿名调查,包括人口统计学,视频游戏习惯调查问卷,Rosenberg的自尊量表,状态焦虑量表(STAI-S)和Buss-Perry侵略问卷。 (BPAQ)。结果显示,男性和女性之间以及年轻玩家和老年玩家之间存在显着差异。尽管大多数研究表明,暴力视频游戏的暴露程度与攻击程度之间存在正相关关系,但结果表明,相对于非暴力视频游戏,暴力视频游戏的偏爱本身并不是造成焦虑加剧的原因,自尊和攻击水平。

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