Impact of violent video games and other factors on aggressive behavior of junior high school students in Shanghai
10.16835/j.cnki.1000-9817.2021.08.015
- VernacularTitle:上海市初中生暴力电子游戏对攻击性行为的影响
- Author:
CHEN Xiuqing, YING Jiali, HUANG Limei, YANG Chen, YU Yan, GAO Xuemei
1
Author Information
1. Injury Department of Shanghai Songjiang District Center for Disease Control and Prevention, Shanghai(201620), China
- Publication Type:期刊文章
- Keywords:
Violence;
Video games;
Aggression;
Mental health;
Regression analysis;
Students
- From:
Chinese Journal of School Health
2021;42(8):1184-1188
- CountryChina
- Language:Chinese
-
Abstract:
Objective:To understand the impact of violent video games exposure, self control level and coping style on aggressive behavior of junior high school students in Shanghai, and provide a basis for future interventions to effectively reduce adolescents aggressive behavior.
Methods:Cluster sampling was used to select 1 886 students of 4 public middle schools in Shanghai from May to June 2019. The data was collected included Violent Video Game Use Habits Questionnaire, Buss & Perry aggression questionnaire, Adolescent Self Control Dual System Scale and Simple Coping Style Questionnaire.
Results:According to the potential profile analysis, the level of aggressive behavior of junior school students in Shanghai could be divided into four groups, which was low aggressive group,middle aggressive group one, middle aggressive group two and high aggressive group according to level of aggregate. After controlling for gender and age, multivariate Logistic regression showed that exposure to violent video games, impulse system and negative response were risk factors for aggressive behavior( P <0.05); using low aggressive group as control group,the OR of violent video games in other three groups were 1.26, 1.30 and 1.70 respectively. The OR of impulse system were 2.96 , 4.40 and 6.84 respectively. The OR of negative response were 1.17, 1.42 and 1.74 respectively. Positive response was a protective factor( P <0.05). Using low aggressive group as control group, the OR of positive in other three groups were 0.82, 0.52 and 0.49 respectively.
Conclusion:Violent video game exposure, impulsive system and negative coping style can increase the level of aggressive behavior of junior high school students, while positive coping style can reduce the level of aggression of junior middle school students.