Relationships Among Violent and Non-Violent Video Games, Anxiety, Self-Esteem, and Aggression in Female and Male Gamers

被引:6
作者
Cabras, Cristina [1 ]
Cubadda, Maria Laura [2 ]
Sechi, Cristina [3 ]
机构
[1] Univ Cagliari, Dept Pedag Psychol & Philosophy, Social Psychol, Cagliari, Italy
[2] Univ Cagliari, Social Psychol Legal Psychol & Criminol, Cagliari, Italy
[3] Univ Cagliari, Social Psychol Commun, Cagliari, Italy
关键词
Age; Aggression; Anxiety; Gender; Self-Esteem; Violent/Non-Violent Video Games; GENDER-DIFFERENCES; PROSOCIAL BEHAVIOR; SHORT-TERM; COMPUTER GAMES; MEDIA VIOLENCE; PLAY; ONLINE; EXPOSURE; INTERNET; AGE;
D O I
10.4018/IJGCMS.2019070102
中图分类号
TP39 [计算机的应用];
学科分类号
081203 ; 0835 ;
摘要
This study examines the differences in anxiety, self-esteem, and aggression levels between players of violent and non-violent video game and its connection to gender and age. This survey-based research utilizes survey data from 851 video gamers. The study included 61% men and 39% women. The ages of the participants ranged from 18 to 45. Participants were administered an anonymous survey including demographics, a questionnaire for video game habits, Rosenberg's self-esteem scale, a state anxiety inventory (STAI-S), and the Buss-Perry Aggression Questionnaire (BPAQ). The results revealed significant differences between males and females, as well as between younger and older gamers. Despite the majority of research showing a positive relationship between violent video game exposure and aggression levels, the results suggest that of the preference for a violent video game over a non-violent one is not, in itself, a cause for increased anxiety, self-esteem, and aggression levels.
引用
收藏
页码:15 / 37
页数:23
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