目的 分析暴力电子游戏与青少年攻击行为的关系,并检验人格在两者之前可能产生的调节效应。方法 2019年5月采用整群随机抽样方法收集上海市浦东新区和松江区各2所普通初中全年级1 886份有效问卷结果,问卷内容包括一般人口学信息、暴力游戏习惯使用问卷、攻击问卷(AQ)、中国大五人格问卷(简式版)。结果 层次回归分析法结果显示人格的5个维度对身体攻击和言语攻击差异均有统计学意义,人格在暴力电子游戏接触导致攻击行为中具有调节效应(P<0.05),其中神经质、开放性和外向性人格对身体攻击(β=0.18、0.08、0.01,P<0.05)和言语攻击(β=0.23、0.11、0.07,P<0.05)均有正向效应,神经质和外向性还能正向调节暴力电子游戏对身体攻击的效应(β=0.06、0.08,P<0.01),外向性能单独正向调节暴力电子游戏对言语攻击的效应(β=0.07,P<0.01)。结论 人格特质对青少年攻击行为不仅有直接效应,并在暴力电子游戏与攻击行为关系中起调节作用,因此在青少年健康教育中应正确引导合理的情绪调节能力,抑制冲动,从而减少攻击行为的发生。
Abstract
Objective To analyze the relationship between violent video games and adolescent aggressive behavior, and to examine if the personality traits moderate the effect that violent video games have on aggression. Methods A cluster random sampling method was used to investigate all grades of two general junior high schools in Pudong New District and Songjiang District, Shanghai in May 2019. Finally 1 886 valid questionnaires were collected. The questionnaires included general demographic information, the Video Game Questionnaire, Attack Questionnaire, and the Chinese Big Five Personality Inventory (abbreviated version). Results All five dimensions of personality had statistically significant differences in physical and verbal aggression, and personality had a moderating effect in violent video game exposure leading to aggressive behavior (P<0.05), of which neuroticism, openness and extroversion had positive effects on physical(β=0.18、0.08、0.01,P<0.05) and verbal aggression(β=0.23、0.11、0.07,P<0.05). Neuroticism and extraversion also positively moderated the effect of violent video games on physical aggression(β=0.06、0.08,P<0.01), and extraversion alone positively moderated the effect of violent video games on verbal aggression(β=0.07,P<0.01). Conclusions Personality traits not only have a positive effect on adolescent aggression behavior, but also play a moderating role in the relationship between violent video games and aggressive behavior. Therefore, reasonable emotion regulation should be properly guided, and impulses should be suppressed, thereby reducing the occurrence of aggressive behavior in adolescents.
关键词
暴力电子游戏 /
攻击行为 /
人格 /
调节效应
Key words
violent video games /
aggressive behavior /
personality /
moderating effect
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