In the “Game Disorder” article the other day, “Gaming Disorder” defined by WHO (WHO) as a background for the regulations in the article and in articles in articles “I have been there. In this paper, in this paper, we will introduce Professor Andrew Schbilsky to question its “game disability” and the research paper involved by the professor.
Professor Schbilsky is an experimental psychologist who mainly researches “video games” and “human motive”, which belongs to the University of Oxford University, etc., and specializes in the socio-computer science of the university This is a survey director of Oxford Internet Institute (OII).
Last year, the professor asked who to present scientific evidence, but overseas media have been taken up that they did not get a satisfactory answer. And in January this year, online talks with Professor Schbilsky and Japanese politicians and experts will be released, and the professor is “limited to new diseases” I felt that I needed enough evidence to spend (value to value).
Professor Schbilsky says “I read hundreds of literature (related to the game) while writing a research paper that focused on video games and people’s relationships Game × People “The first person in the field.
This time, we will introduce four from the “Game Research Papers on Games”, which are involved in Professor of Such as Such. Since this article also has a volume, let’s easily put the points of the dissertation.
# Point of this article
- In the UK-in-Tokyo study, it was not found related to violent games and aggression.
It may be “because the game wants to be good” that people play games and become aggressive.
In international research, a relationship was found between the play and the sense of happiness of the game with social factors.
There were more people who made multiplayer in search of interaction with people in Corona around the world.
# Is there a relationship between violent games and aggression
The first paper introduced is published on February 13, 2019, and based on research on “Violent game play time and the relationship of daily aggressive behavior of adolescents” It was written. The target of the survey is 14 to 15 years old, 1004 people (male: 540, female 461, other: 3), and to determine the presence or absence of violence of played games, respondent After investigating gameplay frequency and the title, it is said that the European Game Rating “PEGI” and the North American Game Rating “ESRB” were judged.
In addition, in measuring aggression, the youth must have a question such as “the hand if it is provoked”, and in the five stages from “it’s very applicable” to the “very true”, the parents are About the aggressive behavior of my child ‘s attacking behavior, “I do not apply”, “I do not apply”, “It’s not possible to apply”, “A certain extent”, “A certain extent”, “A certain extent”.
According to the survey results, the adolescents played the game for 2 hours per day, and the 1,033 titles were rated by 1,033 titles of 1,596 titles. Looking at a percentage of men and women, 48.8% of female respondents, 68.0% of men’s respondents were playing violent games in the past one month.
About aggression, it can be said that parents have also been found to evaluate the parents as well, when they think that they are strongly correlated with “adolescent self evaluation” and “evaluation by parents”. Analysis of these with the presence or absence of the game resulted in the result of “Violent Games and the Evaluation of the Both” did not find it.
Professor Schwillsky says that “some elements associated with the game”, “badness”, “bad words”, “competitive”, etc. are not to be noted that the player’s anger is not “Even with this research results, (some) parents, experts, politicians are” violent games leading to aggressiveness “are the historical story.” doing.
# ** Another study of violent games true falsely.
By the way, Professor Schbilsky studied violent games and aggression relationships that this is not the first time. The paper published in 2014 publishes more than one experimental study on the impact of video games on people, one of which is “motivational motivation of violence in the game”.
In the study, 101 people aged 19.6-year-old (male: 36 female: 65) are divided into two groups, and it is a normal “Half-life 2” with violent expression such as pieces and “blind expressions” and “deciaders of corpse”. No piece, no bleeding expression, and I made a healthy MOD version “Half-life 2” that lost the dead partner is a corpse. In addition, in this experiment, all participants gave the game tutorial in advance, and that they were familiar with operations and game mechanisms.
After gameplay, when we surveyed participants, we did not find outstanding differences in the answer between the regular version group and the sound version group. On the other hand, the players who reported that “I could not play the game well” were found to answer “(during the game).
Professor Schbilsky at that time, “The game is not when the game is not violent or not if the game is violent or not,” as a “game “I wanted to be good” said that the desire to be good “was the key point.”
The data that the play time extends, the more frequent happiness