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Şiddet İçerikli Bilgisayar Oyunları Saldırganlığı Arttırır mı?

Şiddet İçerikli Bilgisayar Oyunları Saldırganlığı Arttırır mı?
Jan 11, 2023 · 15m 52s

Şiddet içerikli bilgisayar oyunları, çocuklar ve gençlerde gerçek şiddeti arttırır mı? Bu oyunları oynayanların gerçek hayattaki saldırganlıkları gerçekten artar mı? Gelin, konu hakkında yapılmış bilimsel çalışmalara bir göz atalım. Kullanılan...

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Şiddet içerikli bilgisayar oyunları, çocuklar ve gençlerde gerçek şiddeti arttırır mı? Bu oyunları oynayanların gerçek hayattaki saldırganlıkları gerçekten artar mı? Gelin, konu hakkında yapılmış bilimsel çalışmalara bir göz atalım.



Kullanılan Kaynaklar:

Anderson, C. A., & Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12(5), 353-359. https://doi.org/10.1111/1467-9280.00366

Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., ... & Saleem, M. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in eastern and western countries: a meta-analytic review. Psychological Bulletin, 136(2), 151-173. https://psycnet.apa.org/doi/10.1037/a0018251

APA 2015 raporu https://www.apa.org/science/leadership/bsa/report-violent-video-games.pdf

APA 2020 düzeltme https://www.apa.org/news/press/releases/2020/03/violent-video-games-behavior

Ayazoğlu Yassı, B. (2022). The moderating role of ostracism and feeling of competence in game-play on the relationship between violent video game playing and aggression: A longitudinal study.

Bandura, A., Ross, D., & Ross, S. A. (1961). Transmission of aggression through imitation of aggressive models. The Journal of Abnormal and Social Psychology, 63(3), 575–582. https://doi.org/10.1037/h0045925

Beerthuizen, M. G., Weijters, G., & van der Laan, A. M. (2017). The release of Grand Theft Auto V and registered juvenile crime in the Netherlands. European Journal of Criminology, 14(6), 751-765. https://doi.org/10.1177/1477370817717070

Ferguson, C. J., Copenhaver, A., & Markey, P. (2020). Reexamining the findings of the American Psychological Association’s 2015 task force on violent media: A meta-analysis. Perspectives on Psychological Science, 15(6), 1423-1443. https://doi.org/10.1177/1745691620927666 Hilgard, J.,

Engelhardt, C. R., Rouder, J. N., Segert, I. L., & Bartholow, B. D. (2019). Null effects of game violence, game difficulty, and 2D: 4D digit ratio on aggressive behavior. Psychological Science, 30(4), 606-616. https://doi.org/10.1177/0956797619829688

Orben, A. (2020). The Sisyphean cycle of technology panics. Perspectives on Psychological Science, 15(5), 1143-1157. https://doi.org/10.1177/1745691620919372

Prescott, A. T., Sargent, J. D., & Hull, J. G. (2018). Metaanalysis of the relationship between violent video game play and physical aggression over time. Proceedings of the National Academy of Sciences, 115(40), 9882-9888. https://doi.org/10.1073/pnas.1611617114

Przybylski, A. K., & Weinstein, N. (2019). Violent video game engagement is not associated with adolescents' aggressive behaviour: evidence from a registered report. Royal Society Open Science, 6(2), 171474. https://doi.org/10.1098/rsos.171474

Ritchie, S. (2021). Does Grand Theft Auto save lives? https://unherd.com/2021/10/does-grand-theft-auto-save-lives/

Vuorre, M., Johannes, N., Magnusson, K., & Przybylski, A. K. (2022). Time spent playing video games is unlikely to impact well-being. Royal Society Open Science, 9(7), 220411. https://doi.org/10.1098/rsos.220411
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Author Sinan Alper
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