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게임이 사용자의 공격성ㆍ사회성ㆍ정서에 미치는 영향: 메타분석 연구
이은하 ( Eun-ha Lee ),강진원 ( Jinwon Kang ),김제홍 ( Jeahong Kim ),안주희 ( Joohee Ahn ),강귀영 ( Kathleen Gwi-young Kang ),김준우 ( Joonwoo Kim ),이솔빈 ( Solbin Lee ),조성학 ( Seonghak Jo ),남기춘 ( Kichun Nam ) 한국감성과학회 2020 감성과학 Vol.23 No.4
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.