侵略
心理学
社会化
电子游戏
发展心理学
社会心理学
毒物控制
透视图(图形)
纵向研究
同级组
人为因素与人体工程学
医疗急救
多媒体
医学
统计
数学
人工智能
计算机科学
作者
Geert P. Verheijen,William J. Burk,Sabine Stoltz,Yvonne H. M. van den Berg,Antonius H. N. Cillessen
出处
期刊:Cyberpsychology, Behavior, and Social Networking
[Mary Ann Liebert, Inc.]
日期:2021-01-01
卷期号:24 (1): 24-31
被引量:23
标识
DOI:10.1089/cyber.2019.0776
摘要
Adolescents play video games as a social leisure activity, yet it is unclear whether peer influences play a role in spreading violent video game exposure (VVE) and aggression. It has been suggested that adolescents' aggression increases because of their friend's exposure to violent video games. This study tests this suggestion by using longitudinal social network analyses to investigate selection and socialization of aggression owing to VVE. A total of 796 adolescents from 34 different classrooms were followed from grade 7 to grade 8 (Mage = 12.60 years, 51 percent male adolescents). Exposure to violent video games, physical aggression, and within-classroom friendships were assessed at both time points. Data were analyzed by means of stochastic actor-based modeling in RSiena to estimate the effects of VVE and aggressive behavior on changes in friendships (selection), and the effects of friendships on changes in participants' VVE and aggressive behavior (socialization). Results showed homotypic selection effects, that is, adolescents became friends with peers who were similar in aggression and similar in violent video game exposure. Furthermore, there was a homotypic socialization effect, as friends became more similar in aggression over time. Friends did not become more similar in VVE over time. Violent games played by friends did not increase adolescents' own aggressive behavior. This suggests that concerns about peer influences on violent video games are unwarranted. Future studies on socialization processes of VVE should focus on influences from closest friends and investigate behavior during actual play.
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