이 연구는 Anderson과 Bushman(2002)의 GAM에서 예언하는 공격행동과 공격의도에 대한 폭력적 PC게임의 경험과 공격적 성격특성의 효과를 검증하고, 이 두 변인들의 효과가 발달수준에 따라 차이가 있는지를 확인하기 위하여 상관연구와 실험연구를 실시하였다. 상관연구에서는 남자 344명(중학생 189명과 대학생 155명)에게 폭력적 PC게임에 대한 노출, 공격적 성격특성, 폭력사용에 대한 태도, 공격의도, 그리고 공격행동을 측정하여 이 변인들의 상호관계를 분석하였다. 그 결과 공격행동에 대하여 공격적 성격특성은 설명력이 있는 변인으로 나타났으나 GAM의 예언과는 달리, 폭력적 PC게임에 대한 노출의 설명력은 유의하지 않았으며, 이 두 변인의 효과는 발달수준에 따라 공격행동에 대하여 다르게 영향을 미친다는 것이 확인되었다. 또한, 반복적(장기적)인 폭력적 PC게임의 경험과 공격적 성격특성의 정적 관계도 발견되지 않았다. 실험연구에서는 남자 77명(중학생 29명과 대학생 48명)을 2(PC게임의 유형: 폭력적, 비폭력적) x 2(공격적 성격특성: 상, 하) x 2(발달수준: 중학생, 대학생)의 3요인설계로 된 각 실험조건에 무선 배정하여 공격의도의 차이를 분석하였다. 그 결과 폭력적 PC게임의 경험은 중학생집단에서만 공격의도에 영향을 미치고, 공격적 성격특성은 중학생과 대학생집단 모두에서 공격의도에 영향을 미치는 것으로 발견되었다. 특히 폭력적 PC게임과 공격적 성격특성이 공격의도에 미치는 영향은 연령변화에 따라 다르다는 본 연구의 기본가정이 확인되었다. 결론적으로, GAM이 예언하는 폭력적 PC게임의 효과와 공격적 성격특성의 효과가 부분적으로 지지되었으나, 이 변인들의 효과는 어린 중학생들에게서만 나타남으로써 GAM에 대한 미래의 연구는 발달적 조망에서 보완되어야 할 필요성이 제기되었다.
This study verified the effects of violent PC games and aggressive personality on aggressive behavior and aggressive intention as predicted by GAM in Anderson and Bushman (2002), and a correlational study and experimental research were carried out to corroborate a differences of the effects of the two variables according to the developmental levels. The correlational study showed that aggressive personality was an explanatory variable for aggressive behavior; however, exposure to violent PC games was not a significant factor, contrary to the predictions by GAM. It has been clarified that the effects of the two variables influenced aggressive behavior in a different way according to the developmental levels. Further, no positive relation existed between repetitive (chronic) violent PC game plays and aggressive personality. The experimental research analyzed the differences of aggressive intention in each of the experimental conditions designed with a 2(PC games types: violent vs. non-violent) x 2(aggressive personality: high vs. low) x 2 (developmental levels: middle school boys and college students) between-subjects factorial design. As a result, violent PC games had an effect on aggressive intention for the middle school boy group, while it was supported that aggressive personality had an effect on aggressive intention for both middle school and college students. Noticeably, the primary hypothesis in the study has been supported that the effects of violent PC games and aggressive personality on aggressive intention vary according to different age groups. In conclusion, the effects of violent PC games and aggressive personality as predicted by GAM have been confirmed in parts; however, future studies on GAM must be necessarily supplemented with the developmental perspectives, as it has been ascertained that the effects of the variables vary according to the developmental levels.
(2001) 폭력적 PC게임경험공격적 특성 및 자기 효능감이 공격의도와 공격행동에 미치는 영향 , 충남대학교 사회과학연구소
(2001) Effects of violent video games on aggressive behavior a meta-analytic review of the scientific literature,
(2002) Human Aggression,
(2000) and Behavior in the Laboratory and in Life Journal of Personality and Social Psychology,
(1996) The effects of violent video game play on males' hostility and cardiovascular responding,
(1971) Social learning theory of aggression Control of aggression Implications from basic research,
(1986) Social Foundation of Thought and Action, Prentice-Hall
(1961) Transmission of aggression through imitation of aggressive models Journal of Abnormal and Social Psychology,
(1984) Some of effects of thoughts on anti- and prosocial influence of media events,
(1990) On the formation and regulation of anger and aggression,
(2001) Media violence and the America public:scientific facts versas misinformation,
(1992) Journal of Personality and Social Psychology,
(1987) The effects of prosocial and aggressive videogames on children's donating and helping,
(1994) A review and reformulation of social information- processing mechanism in children's social adjustment,
(1998) An examination of violence and gender role portrayals in video games Implications for gender socialization and aggressive behavior,
(1987) Social- Information-Processing Factors in Reactive and Proactive Aggression in children's Peer Groups Journal of Personality and Social Psychology,
(1990) Social information-processing bases of aggressive behavior in children,
(1984) television violence and aggression in teenagers Journal of communication,
(1975) An Introduction to Theory and Research,
(1993) Reevaluating the impact of video games,
(1983) Personality differences in high and low electronic video game users Journal of Psychology,
(1999) A review of the literature,
(1997) Key issues in the development of aggression and violence from childhood to early adulthood Annual Review of Psychology,
(1983) Mitigating the imitation of aggressive behaviors by chaining children's attitudes about media violence Journal of Personality and Social Psychology,
(1986) Psychological process promoting the relation between exposure to media violence and aggressive behavior by the viewer Journal of Social issues,
(1995) and aggressive behavior in young boys Journal of Applied Scoial Psychology,
(1985) and developmental issues in male adolescent video game use Journal of the American Academy of Child Psychiatry,
(1982) Surgeon general sees danger in video games,
(1987) Correlates of children's usage of video games and computers Journal of Applied Social Psychology,
(2001) The effects of video game habits on adolescent aggressive attitudes and behaviors Paper presented at the biennial conference of the Society for Research in Child Development,
(1986) Preference for individual video games as a function of their emotional effects on players,
(1988) Effects of playing videogames on children's aggressive and other behaviors Journal of Applied Scoial Psychology,
(1995) The effect of video games on feelings of aggression The Journal of Psychology,
(1987) The effects of video game play on young children's aggression Journal of Applied Scoial Psychology,
(1992) Display rules for anger and aggression in school-age children,
(1997) Children and video games: Leisure activities, aggression, social interaction, and school performance. ,
(1994192-205) Measuring impulsivity and examing its relation to delinquency Journal of Abnormal Psychology,
(1987) and the effects of aggressive video games on aggression in adolescents Journal of Research in Personality,
(2000) A KIDS COUNT in Virginia Special Report[Online],
(1997) Developmental trends of delinquency attitudes and delinquency replication and syntbesis across time and samples,
(1983) Cognition-excitation interdependencies in aggressive behavior,