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. 【摘要】 目的 了解上海市初中生暴力电子游戏接触、自我控制水平和应对方式对攻击性行为的影响, 为有效降低青少年攻击性行为干预措施提供依据。 方法 采用整群抽样方法, 于 2019 年 5—6 月对上海市 4 所普通公立初中学校 1 886 名在校学生进行问卷调査, 调査内容包括暴力电子游戏使用习惯问卷、Buss和Peny攻击问卷、青少年自我控制双系统量表以及简易应对方式问卷。 结果 上海市初中生攻击性行为水平根据潜在剖面分析可以分为 4 个组别, 根据攻击性水平从低到髙, 依次命名为低攻击组、中等攻击 1 组、中等攻击 2 组和髙攻击组。在控制性别和年龄的基础上, 多因素 Logistic 回归分析显示, 与低攻击组相比, 其余各组别中暴力电子游戏接触、冲动系统、消极应对与攻击性行为均呈正相关( OR 值分别为 1.26, 1.30, 1.70;2.96,4.40,6.84;1.17, 1.42, 1.74, P 值均<0.05), 积极应对与攻击性行为呈负相关( OR 值分别为 0.82, 0.52,0.49, P 值均<0.05)。 结论 暴力电子游戏接触、冲动系统和消极应对方式会增加初中生的攻击性行为水平, 而积极应对方式能降低初中生攻击性水平。
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