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1.
Brown  R. Michael  Hall  Lisa R.  Holtzer  Roee  Brown  Stephanie L.  Brown  Norma L. 《Sex roles》1997,36(11-12):793-812
We investigated potential gender differences in video game (pong) performance in university students. In Experiment 1 men (N = 16) performed significantly better than women (N = 16). Experiment 2 was similar to the first, but used 14 men and 14 women who were matched carefully on previous video game experience. In spite of the matching, results replicated those of the first experiment. In Experiment 3 we evaluated the effect of an audience (male, female, none) on pong performance in 42 men and 42 women. We also assessed trait competition anxiety (Sport Competition Anxiety Test scores), sex role identification (Bem Sex Role Inventory scores), and video game experience. Both genders showed significantly poorer performance when they played pong in the presence of a female audience. Overall, males outperformed females as in the first two experiments. Examination of individuals with low, medium, and high levels of sport competition anxiety and videogame experience reveals persistent gender differences in performance, seemingly independent of levels of anxiety and experience. In all three experiments, both men and women showed significant improvement in performance over trials.  相似文献   

2.
Prior research has indicated an association between exposure to violent media and aggressive thoughts, feelings, and behavior, potentially as a result of effects on inhibitory mechanisms. However, the role of violence in video games in modulating subsequent neural activity related to cognitive inhibition has received little attention. To examine short-term effects of playing a violent video game, 45 adolescents were randomly assigned to play either a violent or a nonviolent video game for 30 minutes immediately prior to functional magnetic resonance imaging (fMRI). During the fMRI procedure, participants performed a go/no-go task that required them to press a button for each target stimulus and withhold the response for non-target stimuli. Participants who played the violent game demonstrated a lower BOLD response in right dorsolateral prefrontal cortex (DLPFC) when responses were appropriately inhibited. The DLPFC is involved with executive functioning, including suppression of unwanted thoughts and behaviors. In addition, responses in the DLPFC demonstrated stronger inverse connectivity with precuneus in the nonviolent game players. These results provide evidence that playing a violent video game can modulate prefrontal activity during cognitive inhibition.  相似文献   

3.
Although research on the influence of neighborhoods on the development of youth is growing, few researchers have examined the impact of neighborhood quality on physiological outcomes or across gender. The present experiment examined gender differences in the association of neighborhood quality and cardiovascular reactivity (increased blood pressure, BP, in response to stress) among 77 healthy African American adolescents (46% male; M age = 14 years). Participants took part in a cold-face stimulus task to determine reactivity scores. After controlling for baseline BP, family income, and parental education, poorer neighborhood quality was associated with increases in both systolic and diastolic BP to the cold-face task for females, and decreases in BP for males. Adolescents’ reports of life stress and support from family members did not explain the differential effect of neighborhood quality across gender. Implications for future research are discussed.  相似文献   

4.
An experiment focused on the effects of platform (desktop computer, immersive virtual environment; IVE), content (violent, nonviolent), and player gender on video game play outcomes. Results revealed an interaction such that participants reported higher levels of aggressive feelings when playing a violent video game in an IVE compared to violent game play on a desktop platform or nonviolent game play on either platform. Physiological results supported these findings. No gender effects were found, nor did platform intensify any effects for nonviolent game play. The findings suggest that the intensifying effects of IVEs for game play and aggression are content specific and provide further evidence that attention to playing platform is crucial in understanding violent video game effects.  相似文献   

5.
The current study implements the drive theory of social facilitation to explain the influence of audience presence in video game play. This integration is an important one for research aiming to understand the experience of video game play, as the social aspect of video game play is a relevant dimension of the technology often ignored in research on gaming experiences. The study finds a significant positive association between non-gaming cognitive abilities (such as hand–eye coordination and mental rotation ability) and performance at a first-person shooter. Data also support the social facilitation hypothesis: Game play in the presence of a physical audience significantly predicts increased game performance. Social facilitation effects are only found for low-challenge games where the drive-inducing capacity of task challenge is minimized. Resultant influences on game enjoyment are less clear.  相似文献   

6.
This study examined the interactive effects of imagined rejection and narcissism on cardiovascular reactivity (CVR). Participants completed measures of overt narcissism (Narcissistic Personality Inventory, NPI; Raskin & Hall, 1979 ), overt–covert narcissism ( Margolis & Thomas, 1980 ), and trait self‐esteem. They then imagined 2 scenarios culminating in either interpersonal acceptance or rejection. Systolic (SBP) and diastolic blood pressure (DBP) and heart rate (HR) were assessed before, during, and after the imagery. Overt–covert narcissism was positively associated with task increases in SBP and DBP and recovery elevation of HR following rejection, but not acceptance. Similar effects on SBP were found for the Entitlement/Exploitativeness dimension of the NPI. Lower self‐esteem predicted greater task increases in SBP, DBP, and HR across conditions. Implications for health are discussed.  相似文献   

7.
Evidence surrounding the attraction to media violence is mixed and the effects of violent video game play on players varies across experimental participants. Differences in both may be explained by differences in experienced positive or negative arousal. This study utilizes the limited capacity model of motivated mediated message processing (LC4MP) and the motivation activation measure (MAM), which measures resting activation of the appetitive and aversive arousal systems, to explore the relationship between attraction to media violence, arousal, and aggression. In part 1, a questionnaire found that men and frequent players of violent games expected to enjoy violent games more than nonviolent games. In addition, participants whose scores on the MAM characterized them as risk takers (high scores on appetitive arousal and low scores on aversive arousal) indicated a stronger preference for violent games compared to the other three arousal types, which is in line with the LC4MP. In the experimental portion of the research, after playing a violent game, those participants characterized as risk avoidant (high on aversive arousal and low on appetitive arousal) were significantly less aggressive than all other arousal groups. Overall, results show that individual differences in the appetitive and aversive arousal systems can explain attraction to violent media. Furthermore, arousal resulting from violent video game play can be experienced as pleasant or aversive, and it is this experience of arousal that explains variations in aggressive responses to violent video games.  相似文献   

8.
Gender Differences in Expatriate Job Performance   总被引:1,自引:0,他引:1  
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9.
To assess whether gender and ethnic subgroups differentially self-reported stress reduction, reactivity, and recovery, 313 undergraduate African American and Caucasian students at an urban northeastern American university were randomly assigned to one of three relaxation conditions which they utilized before and after being exposed to a visual stressor. Self-report measures of state anxiety were taken before and after each activity. Females reported the most stress reduction, reactivity, and recovery. Caucasian females reported unique reactions relative to other groups at all phases. African American males reported the least amount of cognitive reactivity. Results from this study suggest that ethnicity should be evaluated with gender differences, affective reactions need to be better understood, and interventions for stress may need to be specifically tailored.  相似文献   

10.
The current research examined whether visuospatial recall of both abstract and common objects was related to gender or object familiarity. Seventy two undergraduates from a university in the Southern U.S. were asked to draw the Rey Complex Figure and a series of common objects from memory. A pilot sample of seventy three undergraduates had previously identified common objects as “male” “female” and “neutral” exemplars. Males were significantly better at drawing “male” and “neutral” exemplars whereas females were better at drawing “female” exemplars. Neither gender was significantly better at the Rey task. These results question whether males have an inherent advantage in visual memory. Results also found that experience with playing violent video games was associated with higher visual memory recall.  相似文献   

11.
This study examined whether male and female supervisors differed in their delivery of performance feedback to subordinates. Male and female subjects supervised 2 confederate subordinates whose performance was stable and either above or below average. Supervisors regularly checked each subordinate's performance and could deliver one of several feedback messages. A MANOVA was performed on frequency of specific negative, general negative, specific positive, general positive, and neutral feedback messages, followed by step down analyses to isolate which dependent variables contributed uniquely. Male and female supervisors were distinguished by their use of specific negative feedback. Males were more likely to provide such messages to poorly performing subordinates, a result consistent with suggestions that males are characterized by a more directive leadership style.  相似文献   

12.
We examined cardiovascular (CV) reactivity and hostility among 30 male undergraduates after either nonviolent (billiards) or 1 of 2 levels of violent videogame play. Violence varied among 2 versions of the game Mortal Kombat (MK1 = less violent, MK2 = more violent)—all other factors (graphics, sound) were held equal. As expected, increased game violence elicited greater CV reactivity and higher scores on hostility measures. Subjects who played MK1 or MK2 had higher heart rate reactivity than those who played billiards. Subjects who played MK2 showed greater systolic blood pressure reactivity than those who played MK1 or billiards. Finally, subjects who played MK2 scored higher on the hostility measures than those who played MK1, who in turn scored higher than those who played billiards. These results indicate that the level of videogame violence, not just violence per se, should be of concern to consumers.  相似文献   

13.
This study took a close look at the mechanism behind gender disparity in video game usage by examining two perceptual variables: perceptions about others' video game usage and perceived influence of unrealistic video game character images on others. Both men and women perceived that young women play video games far less frequently than young men and also considered themselves less influenced by the unrealistic images than others. In addition, women, in comparison to men, perceived the video game images to have stronger influences on others. Furthermore, regression analyses revealed that perceived frequency of other women's video game play and perceived influence of the images on other women explained women's actual time spent on video games, but not men's time spent on video games. A discussion of these findings was provided, along with suggestions for video game developers, parents, educators, and video game researchers.  相似文献   

14.
Eating, persistence, and cardiovascular responses were evaluated after exposure to a 25‐min noise stressor with or without perceived control. Participants were healthy men (n = 29) and women (n = 34), aged 21 to 45 years. There were no group differences in cognitive task performance or blood pressure during the stressor. However, perceived control resulted in lower mean blood pressure and heart rate after cessation of the stressor for men and women. Women without perceived control displayed greater frustration levels following the stressor, and frustrated women ate more bland food than did nonfrustrated women. Perceived control and frustration did not affect food consumption among men following the stressor. These findings indicate that there are health‐relevant gender differences in biobehavioral responses that occur in the aftermath of stressor exposure. In addition, perceived control was especially important for women to attenuate the behavioral and biological effects of stressor exposure.  相似文献   

15.
Contextual variations in mother-child and father-child verbal communication were examined among 80 U.S. families from Kansas who were predominately Caucasian (85%) and middle-class. There were 41 girls and 39 boys between 15- and 18-months-old observed with their mothers and fathers in separate play and caregiving laboratory situations. Parent and child behaviors were coded for verbal initiation and response strategies. MANOVA’s revealed more differences between mother’s and father’s verbal communication strategies in the play context than the caregiving context. Boy’s and girl’s verbal communication was relatively similar across contexts. The interactions between gender and context are discussed in relation to gender role development in the family.  相似文献   

16.
Playing violent video games is related to increased negative affect and cardiovascular reactivity. We examined the influence of high and low aggressive priming during video‐game training on violence during game play (e.g., shooting, choking), hostility, frustration with game play, blood pressure, and heart rate. Male undergraduates (N= 36) were assigned to a high aggressive or low aggressive video‐game priming condition. After training, they played Metal Gear Solid(tm), which allows players to advance by using stealth, violence, or both. Participants in the high aggressive priming condition used significantly more violent action during game play and reported more hostility than those in the low aggressive priming condition. Heart rate was correlated with feelings of hostility. These findings indicate that both aggressive priming and use of game violence influence arousal and negative affect and might increase behavioral aggression.  相似文献   

17.
One hundred fifteen US undergraduates primarily of African and European heritage were presented an easy or difficult memory challenge and led to believe they could secure a traditionally feminine incentive by meeting it. As expected, heart rate responses during the work period were stronger under difficult- than easy conditions among women, but low under both difficulty conditions among men. Systolic- and diastolic blood pressure responses during the period were similar except that they were relatively elevated in men under both difficulty conditions. Findings support the suggestion that gender effects in studies of cardiovascular response to performance challenge may be partially understood in terms of effort processes occurring where men and women place different value on available performance incentives.  相似文献   

18.
The Psychological Record - Experimenter effects have long been hypothesized to influence participants’ responses to mental stress testing. To explore the influence of experimenter warmth on...  相似文献   

19.
We compared final written letters and spoken phonemes and syllable length in the names of male (N = 250) and female (N = 197) Golden Retrievers to determine if the same gender-stereotyping trends occurring in humans also appeared in dog names. Names were taken from a website of the most popular Golden Retriever names in English speaking countries. Both male and female dogs had names ending in letters and phonemes characteristic of their respective human male and female counterparts. Female dogs had more syllables in their names than male dogs and a higher percentage of male dogs had one syllable names. We conclude that the similarities between human and dog naming practices reflect a pervasive gendered naming phonology.  相似文献   

20.
The present study investigated how task demand (cognitive load and interactivity) and avatar sexualization in a video game influenced rape myth acceptance (RMA), hostile sexism, and self-objectification. In a between-subjects design, 300 U.S. college students either played or watched someone else play a videogame as either a sexualized or non-sexualized female avatar under high (memorize 7 symbols) or low (memorize 2 symbols) cognitive load. Hypotheses were derived from the limited capacity model of motivated mediated message processing (LC4MP) and perspectives on stereotype processing. Results contradicted hypotheses that greater task demands and sexualization would produce greater RMA, hostile sexism, and self-objectification. Instead, we found that sexualization did not affect these variables. Greater cognitive load reduced rape myth acceptance and hostile sexism for those in the sexualized avatar condition, but it did not affect self-objectification. We discuss these results with respect to the LC4MP and suggest that the processing of stereotype-inconsistent information might be the underlying cause of these unexpected findings. These results provide tentative evidence that cognitively demanding video game environments may prompt players to focus on stereotype-inconsistent, rather than stereotype-consistent, social information.  相似文献   

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