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      게임이 사용자의 공격성ㆍ사회성ㆍ정서에 미치는 영향: 메타분석 연구 = The Effects of Video Games on Aggression, Sociality, and Affect: A Meta-analytic Study

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      다국어 초록 (Multilingual Abstract)

      In this study, we examined the effects of video game play on a variety of areas of mental well-being, such as aggressive behavior, aggressive cognition, prosocial behavior, prosocial attitude, antisocial behavior, antisocial attitude, positive affect,...

      In this study, we examined the effects of video game play on a variety of areas of mental well-being, such as aggressive behavior, aggressive cognition, prosocial behavior, prosocial attitude, antisocial behavior, antisocial attitude, positive affect, and negative affect. We conducted a multivariate meta-analysis on 22 studies (k= 54, N = 8,031) published between January 2008 and October 2019. The results of the meta-analysis indicate that exposure to violent video games significantly increased aggressive cognition and negative affect only in true experimental studies, but their influences were small. Furthermore, the exposure to violent video games did not increase aggressive behavior and negative affect across all the research designs (true experimental, quasi-experimental, and correlational). Moderator analyses revealed that the effects of exposure to violent video games were much larger for younger adults than for children and greater in male-biased studies than in gender-balanced ones. Additionally, studies using better methodologies were less likely to produce negative effects. These findings suggest that the effects of exposure to violent video games on aggression were not as severe as popular opinion holds, and the effects were heavily modulated by the age and gender ratio of the participants, and methodological quality of the studies.

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      참고문헌 (Reference)

      1 안은경, "폭력적 온라인 게임과 공격성이 공격행동에 미치는 영향:일반 공격모델(GAM)을 중심으로" 한국임상심리학회 27 (27): 355-371, 2008

      2 정지혜, "초등학교 남아의 인터넷 폭력게임 사용시간과 게임과 몰입정도가 공격적 행동에 미치는 영향" 한국아동학회 35 (35): 41-59, 2014

      3 강지영, "아동학대 재발생 특성에 따른 하위집단 분류와 관련요인에 관한 연구" 한국아동권리학회 20 (20): 177-198, 2016

      4 이승제, "심리적 요인, 게임 효능감 그리고 게임 동기가 청소년의 게임 리더십에 미치는 영향 : MOBA 장르 플레이어를 중심으로" 사단법인 인문사회과학기술융합학회 9 (9): 341-352, 2019

      5 황상민, "상품으로서의 온라인 게임 세계와 역할 놀이자로서의 온라인 게임 소비자의 행동 특성" 한국감성과학회 7 (7): 37-50, 2004

      6 Wickham, H., "ggplot2: Elegant graphics for data analysis" Springer-Verlag 2016

      7 Ludecke, D., "esc: Effect size computation for meta analysis. R package version 0.4.1"

      8 Pustejovsky, J., "clubSandwich: Cluster-robust (sandwich) variance estimators with small-sample corrections. R package version 0.3.3"

      9 Ruth L. Diaz, "Violent video game players and non-players differ on facial emotion recognition" Wiley 42 (42): 16-28, 2016

      10 Craig A. Anderson, "Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review" American Psychological Association (APA) 136 (136): 151-173, 2010

      1 안은경, "폭력적 온라인 게임과 공격성이 공격행동에 미치는 영향:일반 공격모델(GAM)을 중심으로" 한국임상심리학회 27 (27): 355-371, 2008

      2 정지혜, "초등학교 남아의 인터넷 폭력게임 사용시간과 게임과 몰입정도가 공격적 행동에 미치는 영향" 한국아동학회 35 (35): 41-59, 2014

      3 강지영, "아동학대 재발생 특성에 따른 하위집단 분류와 관련요인에 관한 연구" 한국아동권리학회 20 (20): 177-198, 2016

      4 이승제, "심리적 요인, 게임 효능감 그리고 게임 동기가 청소년의 게임 리더십에 미치는 영향 : MOBA 장르 플레이어를 중심으로" 사단법인 인문사회과학기술융합학회 9 (9): 341-352, 2019

      5 황상민, "상품으로서의 온라인 게임 세계와 역할 놀이자로서의 온라인 게임 소비자의 행동 특성" 한국감성과학회 7 (7): 37-50, 2004

      6 Wickham, H., "ggplot2: Elegant graphics for data analysis" Springer-Verlag 2016

      7 Ludecke, D., "esc: Effect size computation for meta analysis. R package version 0.4.1"

      8 Pustejovsky, J., "clubSandwich: Cluster-robust (sandwich) variance estimators with small-sample corrections. R package version 0.3.3"

      9 Ruth L. Diaz, "Violent video game players and non-players differ on facial emotion recognition" Wiley 42 (42): 16-28, 2016

      10 Craig A. Anderson, "Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review" American Psychological Association (APA) 136 (136): 151-173, 2010

      11 Marc A. Sestir, "Violent and nonviolent video games produce opposing effects on aggressive and prosocial outcomes" Elsevier BV 46 (46): 934-942, 2010

      12 Brad J. Bushman, "Violent Video Games and Hostile Expectations: A Test of the General Aggression Model" SAGE Publications 28 (28): 1679-1686, 2002

      13 Tobias Greitemeyer, "Video games do affect social outcomes: A meta-analytic review of the effects of violent and prosocial video game play" SAGE Publications 40 (40): 578-589, 2014

      14 Christopher J. Ferguson, "Video Games and Youth Violence: A Prospective Analysis in Adolescents" Springer Science and Business Media LLC 40 (40): 377-391, 2011

      15 Lin, Y. H., "The relationship between violent motion-sensing video games and aggression in Taiwanese children" University of Alabama 2011

      16 C. Nathan DeWall, "The general aggression model: Theoretical extensions to violence" American Psychological Association (APA) 1 (1): 245-258, 2011

      17 Robert Rosenthal, "The file drawer problem and tolerance for null results" American Psychological Association (APA) 86 (86): 638-641, 1979

      18 Dieter Karch, "The efficacy of cognitive training programs in children and adolescents: A metaanalysis" Deutscher Arzte-Verlag GmbH 110 (110): 643-, 2013

      19 Paul J.C. Adachi, "The effect of violent video games on aggression: Is it more than just the violence?" Elsevier BV 16 (16): 55-62, 2011

      20 Paul J. C. Adachi, "The effect of video game competition and violence on aggressive behavior: Which characteristic has the greatest influence?" American Psychological Association (APA) 1 (1): 259-274, 2011

      21 Christopher John Ferguson, "The Good, The Bad and the Ugly: A Meta-analytic Review of Positive and Negative Effects of Violent Video Games" Springer Science and Business Media LLC 78 (78): 309-316, 2007

      22 Douglas A. Gentile, "The Effects of Prosocial Video Games on Prosocial Behaviors: International Evidence From Correlational, Longitudinal, and Experimental Studies" SAGE Publications 35 (35): 752-763, 2009

      23 Joanne Savage, "The Effects of Media Violence Exposure On Criminal Aggression" SAGE Publications 35 (35): 772-791, 2008

      24 Michael S. Rosenberg, "THE FILE-DRAWER PROBLEM REVISITED: A GENERAL WEIGHTED METHOD FOR CALCULATING FAIL-SAFE NUMBERS IN META-ANALYSIS" Wiley 59 (59): 464-468, 2005

      25 R Core Team, "R: A language and environment for statistical computing" R Foundation for Statistical Computing 2019

      26 Maria von Salisch, "Preference for Violent Electronic Games and Aggressive Behavior among Children: The Beginning of the Downward Spiral?" Informa UK Limited 14 (14): 233-258, 2011

      27 C. A. Anderson, "PSYCHOLOGY: The Effects of Media Violence on Society" American Association for the Advancement of Science (AAAS) 295 (295): 2377-2379, 2002

      28 Colin B. Begg, "Operating Characteristics of a Rank Correlation Test for Publication Bias" JSTOR 50 (50): 1088-1101, 1994

      29 Berkey, C. S., "Meta-analysis of multiple outcomes by regression with random effects" 17 (17): 2537-2550, 1998

      30 이상혁, "MMORPG 이용자의 동기에 따른 좌절이 공격 행동에 미치는 효과에 대한 연구" 한국언론학회 56 (56): 266-291, 2012

      31 Anderson, C. A., "Longitudinal effects of violent video games on aggression in Japan and the United States" 122 (122): e1067-e1072, 2008

      32 Jose J. Valadez, "Just a game after all: Violent video game exposure and time spent playing effects on hostile feelings, depression, and visuospatial cognition" Elsevier BV 28 (28): 608-616, 2012

      33 Borenstein, M., "Introduction to meta-analysis" John Wiley & Sons 2011

      34 Peter Holtz, "Internet use and video gaming predict problem behavior in early adolescence" Elsevier BV 34 (34): 49-58, 2011

      35 Baron R., "Human aggression" Plenum 1994

      36 Frithjof Staude-Müller, "Hostile and Hardened? An Experimental Study on (De-)Sensitization to Violence and Suffering Through Playing Video Games" Hogrefe Publishing Group 67 (67): 41-50, 2008

      37 Soo Hyun Rhee, "Genetic and environmental influences on antisocial behavior: A meta-analysis of twin and adoption studies" American Psychological Association (APA) 128 (128): 490-529, 2002

      38 Kevin M. Beaver, "Genetic and environmental contributions to stability and change in levels of self-control" Elsevier BV 41 (41): 300-308, 2013

      39 Cohen, S., "Folk devils and moral panics" MacGibbon and Kee 1972

      40 Spyros Konstantopoulos, "Fixed effects and variance components estimation in three-level meta-analysis" Wiley 2 (2): 61-76, 2011

      41 Christopher J. Ferguson, "Evidence for publication bias in video game violence effects literature: A meta-analytic review" Elsevier BV 12 (12): 470-482, 2007

      42 Muniba Saleem, "Effects of prosocial, neutral, and violent video games on college students' affect" Wiley 38 (38): 281-287, 2012

      43 Muniba Saleem, "Effects of Prosocial, Neutral, and Violent Video Games on Children's Helpful and Hurtful Behaviors" Wiley 38 (38): 281-287, 2012

      44 Jacqueline D. Woolley, "Effects of Context on Judgments Concerning the Reality Status of Novel Entities" Wiley 77 (77): 1778-1793, 2006

      45 Joanne Savage, "Does viewing violent media really cause criminal violence? A methodological review" Elsevier BV 10 (10): 99-128, 2004

      46 Simone Kühn, "Does playing violent video games cause aggression? A longitudinal intervention study" Springer Science and Business Media LLC 24 (24): 1220-1234, 2019

      47 Christopher J. Ferguson, "Do Angry Birds Make for Angry Children? A Meta-Analysis of Video Game Influences on Children’s and Adolescents’ Aggression, Mental Health, Prosocial Behavior, and Academic Performance" SAGE Publications 10 (10): 646-666, 2015

      48 Walter R. Boot, "Do Action Video Games Improve Perception and Cognition?" Frontiers Media SA 2 : 226-, 2011

      49 Larry V. Hedges, "Distribution Theory for Glass's Estimator of Effect size and Related Estimators" American Educational Research Association (AERA) 6 (6): 107-128, 1981

      50 Hamid Allahverdipour, "Correlates of video games playing among adolescents in an Islamic country" Springer Science and Business Media LLC 10 (10): 286-, 2010

      51 Jaime L. Peters, "Contour-enhanced meta-analysis funnel plots help distinguish publication bias from other causes of asymmetry" Elsevier BV 61 (61): 991-996, 2008

      52 Wolfgang Viechtbauer, "Conducting meta-analyses in R with the metafor package" Foundation for Open Access Statistic 36 (36): 1-48, 2010

      53 Craig A. Anderson, "Causal effects of violent sports video games on aggression: Is it competitiveness or violent content?" Elsevier BV 45 (45): 731-739, 2009

      54 Christopher J. Ferguson, "Call of (civic) duty: Action games and civic behavior in a large sample of youth" Elsevier BV 27 (27): 770-775, 2011

      55 Christopher J. Ferguson, "Blazing Angels or Resident Evil? Can Violent Video Games be a Force for Good?" SAGE Publications 14 (14): 68-81, 2010

      56 Sharon Niv, "Aggression and rule-breaking: Heritability and stability of antisocial behavior problems in childhood and adolescence" Elsevier BV 41 (41): 285-291, 2013

      57 Hans C. van Houwelingen, "Advanced methods in meta-analysis: multivariate approach and meta-regression" Wiley 21 (21): 589-624, 2002

      58 Ping Wang, "Action Video Game Training for Healthy Adults: A Meta-Analytic Study" Frontiers Media SA 7 : 907-, 2016

      59 Thomas M. Connolly, "A systematic literature review of empirical evidence on computer games and serious games" Elsevier BV 59 (59): 661-686, 2012

      60 Teena Willoughby, "A short-term longitudinal study of Internet and computer game use by adolescent boys and girls: Prevalence, frequency of use, and psychosocial predictors" American Psychological Association (APA) 44 (44): 195-204, 2008

      61 Christopher J. Ferguson, "A meaner, more callous digital world for youth? The relationship between violent digital games, motivation, bullying, and civic behavior among children." American Psychological Association (APA) 7 (7): 202-215, 2018

      62 Linda A. Jackson, "A longitudinal study of the effects of Internet use and videogame playing on academic performance and the roles of gender, race and income in these relationships" Elsevier BV 27 (27): 228-239, 2011

      63 Robert G. Orwin, "A fail-safe N for effect size in metaanalysis" American Educational Research Association (AERA) 8 (8): 157-159, 1983

      64 Statistics Korea, "2019 Statistics on the youth"

      65 Newzoo, "2019 Global games market report"

      66 Korea Creative Content Agency, "2018 White paper on Korean games" Korea Creative Content Agency 2019

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