Since video games have become popular with the development of the Internet, whether violent behavior is related to violent games has always been a social science issue that has been closely followed by the academic community. According to a report in the latest international academic papers, it is again confirmed that violent video games are Violence is not directly related, and the research theme of this report is also very interesting:“Growing up with Grand Theft Auto: A 10-year longitudinal growth study from playing violent video games as a teenager”(Growing Up with Grand Theft Auto: A 10-Year Study of Longitudinal Growth of Violent Video Game Play in Adolescents)。
This research report was published by the publication department of Mary Ann Liebert, Inc., a medical-related company in New York, USA, and was included in the journal “Cyberpsychology, Behavior, and Social Networking” (formerly known as SSCI journal). Observation and research to examine and verify whether video games and violent video games will affect human aggressive behavior.
The report pointed out that there are very few “longitudinal research” (longitudinal research, a research method that repeats observations on targets in a short or long period of time) to conduct such topics, and pointed out that there are almost no existing researches. Make further tests for the observation trajectory of violent video games and individual differences.
Therefore, the research team conducted long-term research and tracking on an observation group composed of 500 participants with an average age of 14 years old. The majority of them are teenagers in large cities in the northwestern United States (white 65%, black 12%, multi-ethnic 19%, and other Nationality 4%), and examine how violent video games like “Grant Theft Auto” (Grant Theft Auto) have affected them in their 10-year time trajectory.
According to human-centered research observations, men are more inclined to play violent video games than women, and three classification results are obtained: high initial violence increase (4%), moderate increase (23%), and low increase (73%) Group.
Players in high-start violent groups and moderately violent groups have a significant curve increase in the value of playing violent video games for a long time, while the curve of the low-growth group, which accounts for the most, only slightly increases. At the same time, players in high-start violence groups are mostly male, and they are more likely to feel melancholy when the first wave of curves changes.
According to the researchers, most of the participants’ play habits and behaviors are related to handling their own anxiety. But in terms of conclusions, the final social behavior of the three groups of players did not differ.
Yes, the academic community once again proved that there is no connection between violence and video games. However, this topic is still under continuous research in the field of social sciences. At the same time, many conservatives have been adopting various methods to limit violent video games. There is still a long way to go for conservatives to identify with social perceptions.
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