Violent Video Game Effects on Aggressive Behavior among Children: The Role of Aggressive Motivation and Trait-Aggressiveness in China

被引:5
|
作者
Zhang, Qian [1 ]
Tian, JingJin [2 ]
Chen, LunChao [1 ]
机构
[1] Southwest Univ, Ctr Studies Educ & Psychol Ethn Minor Southwest C, Chongqing, Peoples R China
[2] Southwest Univ, Fac Educ, Chongqing, Peoples R China
关键词
Violent video games; aggressive behavior; aggressive motivation; trait-aggressiveness;
D O I
10.1080/10926771.2020.1866135
中图分类号
B849 [应用心理学];
学科分类号
040203 ;
摘要
Based on the General Aggression Model (GAM), we examined the interactive effects of situational factors (e.g., violent video games [VVG]) and personal factors (e.g., age, sex, trait-aggressiveness) on aggressive behavior, and the mediating role of aggressive motivation (e.g., instrumental, revenge). We recruited 480 children (50% girls) from three Chinese kindergartens. Games were rated as VVG or nonviolent via 120 experts, then participants played either VVG or matched nonviolent video games. Their aggressive motivation and aggressive behavior were then measured. Results were that brief exposure of children to VVG increased aggressive behavior. Participants aged 5 displayed more aggressive behavior than those aged 6 in VVG condition. Boys displayed more aggressive behavior than girls in VVG condition. Mediation analyses suggested that the VVG effect on aggression was mediated by aggressive motivation and revenge motivation, but was not mediated by instrumental motivation. Moderation analyses suggested that the VVG effect on aggression was moderated by trait-aggressiveness. These findings indicated that VVG lead to increases in aggression-related variables, as predicted by the General Aggression Model. Aggressive motivation, especially revenge motivation, might be considered in the prevention and intervention of children's aggression in realistic settings.
引用
收藏
页码:175 / 192
页数:18
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