| At present,with the rapid development of China's economic and social,network technology has gradually developed,violent video games in our lives are increasingly popular.At the same time,it has brought about some social problems.Some teenagers with weak self-control are addicted to violent video games,which causes headaches for parents and teachers,and affects their academic performance and physical and mental health,it may even cause mental disorders,bad behavior,etc..This social problem has attracted the attention of psychologists.In recent years,research on the effects of violent video games on teenagers has become increasingly fruitful,the purpose of this study is to explore the relationship among violent video games,aggressive behavior,avatar identity and self-control based on previous studies,to make constructive suggestions on the intervention of violent video games on teenagers' negative influence.In this study,514 middle school students from two middle schools in Jinzhong City of Shanxi Province were investigated by game violence exposure scale,aggression behavior questionnaire,avatar identity scale and concise self-control scale.This paper investigates the relationship between violent video games and adolescents' aggressive behavior,and whether self-control can regulate the intermediary role of avatar identity between violent video games and aggressive behavior.The results showed that:(1)the scores of game violence exposure,avatar identity,aggressive behavior and self-control are significantly different in demographic variables,among which the total scores of boys are significantly higher than girls;the total scores of students from different origins are significantly different in aggressive behavior,game violence exposure and self-control,The scores of aggressive behavior and game violence exposure of students from rural areas were higher than those of urban students,but the scores of self-control were lower than those of urban students;the total score of avatar identity ofstudents from non divorced families was significantly higher than that of students from divorced families;For students who spend more than 18 hours online a week,the total score of exposure to game violence is significantly higher than that for students who spend less than 18 hours online a week.(2)the degree of exposure of game violence and identity of avatar can positively predict the aggressive behavior of adolescents,and self-control can negatively predict the aggressive behavior of adolescents.(3)avatar identity plays an intermediary role between the exposure of game violence and adolescents' aggressive behavior.That is to say,violent video games affect teenagers' aggressive behavior through the indirect effect of avatar identity.(4)self-control regulates the relationship between avatar identity and adolescent aggression.For adolescents with high self-control level,avatar identity has a significant positive predictive effect on aggressive behavior;for adolescents with low self-control level,avatar identity has no significant predictive effect on aggressive behavior.Self-control has a significant marginal moderating effect in the relationship between violent video games and aggressive behavior.Individuals with a high level of self-control have a more significant effect on the positive prediction of aggressive behavior than individuals with a low level of self-control. |