玩游戲會助長暴力傾向?專家:那得每天玩27小時才行!

游戲
攻擊性電子游戲與攻擊性結果之間沒有關系。

你玩游戲嗎?
從小到大,家長眼中的“打打殺殺”除了影響學業(yè),是否左右了小孩子的暴力傾向呢?
幾十年來,科學家們對于含攻擊性內(nèi)容的游戲?qū)θ藗兊谋┝A向是否有影響,以及有多大影響,一直爭論不休。

One of the main concerns people constantly raise about video games is that most of the games feature aggressive elements. This has led many to assert that this may have a detrimental effect on individuals who play such games.
人們對電子游戲與日俱增的擔憂之一是,大多數(shù)游戲都具有攻擊性元素。這也導致很多人聲稱,這些元素可能會對玩這種游戲的人產(chǎn)生不利影響。
The concern is pervasive, and given the popularity of these games the psychological impact is an urgent issue for society at large.
這樣的擔憂十分普遍。考慮到這些游戲很受歡迎,它所產(chǎn)生的心理影響對整個社會來說也是亟待解決的問題。
01?暴力游戲沒關系?
來自斯泰森大學與新加坡南洋理工大學的研究員Christopher J. Ferguson與John C. K. Wang在《青年與青春雜志》上發(fā)表了一篇文章,對暴力游戲與被試者的暴力行為之間的關系進行了研究。
A sample of 3,304 youth over two years revealed no relationship between aggressive video games and aggression outcomes. It would take 27 hours per day of M-rated game play to produce clinically noticeable changes in aggression.
一個對3304名年輕人進行兩年以上跟蹤研究的樣本顯示,攻擊性電子游戲與攻擊性結果之間沒有關系。玩M級(注:M: mature,不建議17歲以下的兒童使用)游戲需要每天玩27個小時才能產(chǎn)生臨床上明顯的攻擊性變化。

Evidence from this study does not support the conclusion that aggressive videogames are a predictor of later aggression or reduced prosocial behavior in youth.
這項研究的證據(jù)并不支持這個結論:攻擊性電子游戲是青少年后期的攻擊行為或親社會行為減少的預測指標。
其實早在2008年,F(xiàn)erguson就在《犯罪司法與行為》雜志上發(fā)表了相關文章。題目是《暴力電子游戲是產(chǎn)生攻擊性的原因,還是家庭暴力與內(nèi)在暴力動機的副作用?》
這項研究也表明暴力游戲并未對暴力行為產(chǎn)生可見影響。除此之外,研究結果還顯示家庭暴力等因素對暴力犯罪有前瞻作用,但暴力游戲則沒有。

Structural equation modeling suggested that family violence and innate aggression as predictors of violent crime were a better fit to the data than exposure to video game violence.
結構方程模型表明,比起電子游戲暴力,家庭暴力和先天攻擊性作為暴力犯罪的預測因子更符合數(shù)據(jù)結果。
02?相似結論
相似結論的研究也有不少。
發(fā)表在《自然》(Nature)子刊《分子精神病學》(Molecular Psychiatry)上的一篇文章表明:
Our study investigates the effects of long-term violent video game play using a large battery of tests spanning questionnaires … before and after two months of gameplay.?
我們的研究通過大量的問卷調(diào)查了長期暴力電子游戲的影響,問卷調(diào)查了包括游戲開始前和結束后兩個月的情況。
Our participants played the violent video game?Grand Theft Auto V, the nonviolent video game?The Sims 3 or no game at all for two months on a daily basis. No significant changes were observed.?
一部分研究的被試者每天玩暴力的電子游戲《俠盜獵車手V》,另一部分玩非暴力的電子游戲《模擬人生3》,其余的不玩游戲,持續(xù)兩個月。結果未觀察到顯著變化。

The present results thus provide strong evidence against the frequently debated negative effects in adults of playing violent video games.
因此,本研究結果為成人玩暴力電子游戲的負面影響提供了強有力的反駁依據(jù)。
03?爭議尚存?
This topic has been passionately debated in scientific literature. One research camp has strongly argued that the effects are minimal at best, if not absent, whereas the other camp repeatedly concluded that violent video games increase aggression in players.
這一話題在科學文獻中一直以來都爭論不休。有一個研究陣營堅稱,暴力影響微乎其微,而另一個研究陣營則多次表示,暴力電子游戲會增加玩家的攻擊性。

研究人員Brad J. Bushman, Craig A. Anderson在《個性與社會心理學公報》發(fā)表文章表示:
The present research tested whether violent video games produce a hostile expectation bias—the tendency to expect others to react to potential conflicts with aggression.?
本研究測試了暴力電子游戲是否會產(chǎn)生攻擊性預設偏差——預測他人對潛在的攻擊性沖突做出反應的傾向。

Participants?(N?= 224) played either a violent or nonviolent video game. Next, they read ambiguous story stems about potential interpersonal conflicts.?
參與者(數(shù)量=224)先是玩暴力或非暴力的電子游戲。接下來,他們會讀到有著潛在人際沖突的模棱兩可的故事。
They were asked what the main character will do, say, think and feel as the story continues. People who played a violent video game described the main character as behaving more aggressively, thinking more aggressive thoughts, and feeling angrier than did people who played a nonviolent video game.
然后,他們會被問到,隨著故事的發(fā)展,主人公會做什么,說什么,想什么,感覺到什么。比起玩非暴力電子游戲的人,玩暴力電子游戲的人會將故事主角描述得更具有攻擊性,思考上更具有攻擊性的想法,并且感到更加憤怒。

究竟是暴力游戲促成了暴力行為,還是暴力的人愛玩暴力游戲呢?
游戲與暴力行為之間,是相關關系還是因果關系,還是沒有關系?
我們不知道。科學界也暫時沒有定論。
回到文章開頭的那個研究,有人在論文鏈接底下留言說:
I’m pretty sure doing anything 27 hours a day nonstop would result in an increase in aggression.
我敢肯定做任何事情做上每天27小時不停歇都會讓你想打人。
你覺得玩暴力相關的游戲會助長暴力傾向嗎?
快留言告訴報報吧。
Notes

aggressive [?'ɡres?v] adj.好斗的;挑釁的
ambiguous [?m'b?ɡju?s] adj.模棱兩可的;含混不清的
detrimental [?detr??mentl] adj 有害的;不利的
at large 整個;全部;一般地
literature [?l?tr?t??r] n(某學科的)文獻、著作、資料
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編輯:陳月華
來源:中國日報雙語新聞(Chinadaily_Mobile)
運營實習生:郭馨彧