Can clans protect adolescent players of massively multiplayer online games from violent behaviors?

Can clans protect adolescent players of massively multiplayer online games from violent behaviors?
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部落可以保护大型多人在线游戏的青少年玩家免受暴力行为的侵害吗?

DOI:
10.1007/s00038-014-0637-8
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发表时间:
2015
影响因子:
4.6
通讯作者:
Boyd,Danah
Boyd,Danah
中科院分区:
医学3区
文献类型:
--
作者:
Ybarra,MicheleL;Boyd,Danah

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ObjectivesTo研究是否家族成员调解暴力游戏内容和外化行为之间的青少年谁玩大型多人在线游戏(MMOGs).MethodsResponses从486 11- 18岁的人:住在美国,读英语,在过去的6个月里至少有一次在网上,并在过去的一年中玩过MMOGs进行了检查。广义估计方程被用来估计人口的平均发病率比率的侵略性,犯罪,严重暴力行为的MMOG玩家之间的自我报告暴露在游戏中的内容描绘violence.ResultsTwenty-nine百分之青年受访者在过去的一年中玩MMOG。攻击性利率,IRR:1.59,95% CI [1.11,2.26],和违法行为,IRR:1.44,95% CI [0.99,2.08],行为的MMOG玩家谁是在氏族比不在氏族显着较高。对于女性来说,氏族成员削弱了但并没有消除暴露于游戏中暴力内容与攻击性和严重暴力行为之间的关系(IRR分别降低16%和10%);而对于男性来说,氏族成员在很大程度上没有影响力(即,少于2%的变化)。结论家族成员既不与年轻人的外化行为率较低相关,也不影响男性球员报告外化行为的可能性。有一些建议,氏族成员可能会削弱游戏中的暴力内容和女性的一些外化行为之间的并发关联。
ObjectivesTo examine whether clan membership mediates observed associations between violent game content and externalizing behaviors among youth who play massively multiplayer online games (MMOGs).MethodsResponses from 486 11- to 18-year-olds who: live in the United States, read English, have been online at least once in the past 6 months, and have played MMOGs in the past year were examined. Generalized estimating equations were used to estimate the population-averaged incident rate ratio of aggressive, delinquent, and seriously violent behaviors among MMOG players given one’s self-reported exposure to in-game content depicting violence.ResultsTwenty-nine percent of all youth respondents played MMOGs in the past year. Rates of aggressive, IRR: 1.59, 95 % CI [1.11, 2.26], and delinquent, IRR: 1.44, 95 % CI [0.99, 2.08], behaviors were significantly higher for MMOG players who were in clans versus not in clans. For females, clan membership attenuated but did not eliminate the observed relation between exposure to in-game violent content and both aggressive and seriously violent behavior (16 % and 10 % reductions in IRR, respectively); whereas for males, clan membership was largely uninfluential (i.e., less than 2 % change).ConclusionsClan membership is neither associated with lower rates of externalizing behaviors for youth, nor does it affect the likelihood of reporting externalizing behaviors among male players. There is some suggestion that clan membership may attenuate the concurrent association between in-game violent content and some externalizing behaviors for females.