侵略
心理学
特质
情境伦理学
电子游戏
社会心理学
身份(音乐)
发展心理学
临床心理学
声学
计算机科学
多媒体
物理
程序设计语言
作者
Zhaojun Teng,Qian Nie,Zhengguang Zhu,Cheng Guo
标识
DOI:10.1016/j.chb.2019.106193
摘要
Abstract Previous studies have shown that violent video game exposure is associated with aggression; however, little is known about the relationship between video game violence exposure and (cyber)bullying. Therefore, we examined the association between violent video game exposure and (cyber)bullying, and whether a risk factor (i.e., trait aggression) and protective factor (i.e., moral identity) moderate this relationship. Study 1 examined traditional bullying among 3707 adolescents (50.4% boys; Mage = 14.84 years, SD = 1.51), and Study 2 examined cyberbullying among 3610 college students (52.9% men; Mage = 19.48 years, SD = 1.40). The results showed that violent video game exposure was positively correlated with bullying and cyberbullying. Further, trait aggression and moral identity moderated this relationship. Specifically, this relationship was stronger among those with high vs. low levels of trait aggression, and weaker among those with high vs. low levels of moral identity. These results support the contentions of the General Aggression Model, suggesting that the interaction between situational and personal variables predicts (cyber)bullying. Thus, trait aggression and moral identity should be considered in prevention and intervention strategies that aim to attenuate bullying and cyberbullying perpetration.
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