Playing violent video and computer games and adolescent self-concept

被引:108
作者
Funk, JB [1 ]
Buchman, DD [1 ]
机构
[1] MED COLL OHIO,MED COLL HOSP,DEPT QUAL UTILIZAT & MANAGEMENT,TOLEDO,OH 43699
关键词
D O I
10.1111/j.1460-2466.1996.tb01472.x
中图分类号
G2 [信息与知识传播];
学科分类号
05 [文学]; 0503 [新闻传播学];
摘要
Adolescents are primary consumers of video and computer games, and the games they prefer are often violent. Related research suggests that exposure to media violence may affect attitudes and behavior. Self-concept is a hey indicator of core attitudes and coping abilities, particularly in adolescents, This study documents current adolescent electronic game-playing habits, and explores associations among preference for violent games, frequency and location of play, and self-concept. Multivariate analyses identify marked gender differences in game-playing habits and in scores on the Harter Self-Perception Profile for Adolescents, For girls, more time playing video or computer games is associated with lower Harter scores on six subscales, including self-esteem.
引用
收藏
页码:19 / 32
页数:14
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