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1.
Experimental studies routinely show that participants who play a violent game are more aggressive immediately following game play than participants who play a nonviolent game. The underlying assumption is that nonviolent games have no effect on aggression, whereas violent games increase it. The current studies demonstrate that, although violent game exposure increases aggression, nonviolent video game exposure decreases aggressive thoughts and feelings (Exp 1) and aggressive behavior (Exp 2). When participants assessed after a delay were compared to those measured immediately following game play, violent game players showed decreased aggressive thoughts, feelings and behavior, whereas nonviolent game players showed increases in these outcomes. Experiment 3 extended these findings by showing that exposure to nonviolent puzzle-solving games with no expressly prosocial content increases prosocial thoughts, relative to both violent game exposure and, on some measures, a no-game control condition. Implications of these findings for models of media effects are discussed. 相似文献
2.
Bernadette P. Luengo Kanacri Antonio Zuffiano Concetta Pastorelli Gloria Jiménez-Moya Liliana U. Tirado Eriona Thartori Maria Gerbino Patricio Cumsille Maria L. Martinez 《International journal of psychology》2020,55(Z1):48-59
The purpose of this study was to evaluate the role of prosocial behaviour against aggression in a school-based universal intervention adapted in two different (non-Western) countries, Colombia and Chile. Using a randomised pretest–post-test design (and controlling for participants' gender and parents' level of education), current results highlighted different effects of a similar programme in both sites. First, the school-based universal programme designed for promoting prosocial behaviours in the peer context obtained a positive cross-national effect on prosocial behaviour rated by three informants (i.e. self, peer and teacher reports). In Colombia, this effect was moderated by the initial level of prosociality of the participants and their level of education. Mediational two-wave model corroborated that the improvement on prosocial behaviours in both countries (moderated in the case of Colombia) predicted significantly lower level of physical aggression. Characteristics of the implementation considering different cultural and historical backgrounds were discussed. 相似文献
3.
《European Journal of Developmental Psychology》2013,10(3):297-309
The study addresses factors that relate to defending of classmates victimized by bullying in early adolescence. Specifically, it examines whether moral motivation—measured as a combination of emotion attributions and their justifications in response to a hypothetical transgression—predicts defending in context of gender, social preference, perceived popularity and teacher support. We gathered single-time-point data on a sample of 512 sixth-graders (aged 11–13 years). A three-step hierarchical regression analysis showed that defending was positively predicted by: (1) moral motivation, when gender, social preference, perceived popularity and teacher support were accounted for; (2) interaction between moral motivation and social preference, when all other independent variables were accounted for. Simple slopes indicated that increased social preference strengthened the link between moral motivation and defending. The full model explained 40.5% of the variance in defending. The findings underscore the relevance of morality and its interplay with social preference in understanding defending. 相似文献
4.
ABSTRACT The negative association between empathy and aggression has been widely investigated in the literature. However, the role of potential mediators and the extent to which their effects are gender-specific have been given considerably less attention. The present cross-sectional study was therefore aimed at examining the direct and indirect relations between empathy (differentiated into perspective taking and empathic concern), prosocial behaviour and aggression in a sample of 240 primary school children between 8 and 12 years of age. The results showed that perspective taking and empathic concern had indirect (rather than direct) negative effects on aggression by enhancing prosocial behaviour. These indirect paths applied equally well to boys and girls, although significant gender differences were observed in empathic concern, prosocial behaviour and aggression. Possible explanations and differences with previous studies are discussed. 相似文献
5.
A recent development in video games is that players can design and personalize their own in-game characters. It was predicted that this innovation could lead to elevations in the intensity of the psychological effects of video games. The present study confirmed this hypothesis, revealing that participants who played an aggressive video game using their own, personalized character exhibited higher levels of aggressive behavior than participants who played an aggressive game with a non-personalized character. The aggressive behavior levels of the own-character players also exceeded those of individuals who played a non-aggressive game, regardless of whether or not they used a personalized character. Process analyses revealed that participants playing a violent video game with a personalized game character experienced more arousal and self-activation than they did when playing with an impersonal, default game character, which in turn increased aggressive responses. 相似文献
6.
《European Journal of Developmental Psychology》2013,10(2):228-243
Previous research has linked (im)moral behaviour with both moral emotion expectancies and the self-importance of moral values, indicating that these two factors influence moral decision making and action. Disentangling the relationship between moral emotion expectancies and self-importance of moral values as predictors of adolescents' anti- and prosocial behaviour was the primary goal of this research. Two hundred five participants (mean age = 14.83 years) completed a semi-structured interview assessing moral emotion expectancies in hypothetical situations and a written questionnaire measuring self-reported prosocial and antisocial behaviour and the self-importance of moral values. Moral emotion expectancies were found to mediate the relationship between the self-importance of moral values and self-reported levels of antisocial behaviour. When predicting levels of prosocial engagement, however, scores of moral value self-importance were the primary variable associated with prosocial behaviour whereas moral emotion expectancies were not involved in this relationship. In addition, a moderating effect of age was found when predicting antisocial behaviour by moral emotion expectancies. Overall, the study confirms and significantly extends previous research on the relationship between adolescents' moral self, moral emotion expectancies and anti- versus prosocial behaviour. 相似文献
7.
Christopher R. Engelhardt Bruce D. Bartholow Geoffrey T. Kerr Brad J. Bushman 《Journal of experimental social psychology》2011,47(5):1033-1036
Previous research has shown that media violence exposure can cause desensitization to violence, which in theory can increase aggression. However, no study to date has demonstrated this association. In the present experiment, participants played a violent or nonviolent video game, viewed violent and nonviolent photos while their brain activity was measured, and then gave an ostensible opponent unpleasant noise blasts. Participants low in previous exposure to video game violence who played a violent (relative to a nonviolent) game showed a reduction in the P3 component of the event-related brain potential (ERP) to violent images (indicating physiological desensitization), and this brain response mediated the effect of video game content on subsequent aggressive behavior. These data provide the first experimental evidence linking violence desensitization with increased aggression, and show that a neural marker of this process can at least partially account for the causal link between violent game exposure and aggression. 相似文献
8.
Craig A. Anderson Nicholas L. Carnagey 《Journal of experimental social psychology》2009,45(4):731-739
Three experiments examined the impact of excessive violence in sport video games on aggression-related variables. Participants played either a nonviolent simulation-based sports video game (baseball or football) or a matched excessively violent sports video game. Participants then completed measures assessing aggressive cognitions (Experiment 1), aggressive affect and attitudes towards violence in sports (Experiment 2), or aggressive behavior (Experiment 3). Playing an excessively violent sports video game increased aggressive affect, aggressive cognition, aggressive behavior, and attitudes towards violence in sports. Because all games were competitive, these findings indicate that violent content uniquely leads to increases in several aggression-related variables, as predicted by the General Aggression Model and related social-cognitive models. 相似文献
9.
Boudewijn de Bruin 《Ethical Theory and Moral Practice》2008,11(5):493-505
Susan Hurley has argued against a well known argument for freedom of speech, the argument from autonomy, on the basis of two
hypotheses about violence in the media and aggressive behaviour. The first hypothesis says that exposure to media violence
causes aggressive behaviour; the second, that humans have an innate tendency to copy behaviour in ways that bypass conscious
deliberation. I argue, first, that Hurley is not successful in setting aside the argument from autonomy. Second, I show that
the empirical data are irrelevant to statutory regulation of media violence. They do not yield a sufficiently strong correlation
between exposure to media violence and non-autonomously copied criminal violence, and they do not yield a way ex ante to individuate the viewers who will be affected by media violence.
相似文献
Boudewijn de BruinEmail: |
10.
The association between narcissism and aggression has been empirically supported in adults and adolescents, but it is unclear whether narcissism might also be related to prosocial behavior. The present study investigated this issue using self- and peer-informants. Participants were 183 adolescents ages 16–19 (159 males, 24 females; 64.5% Caucasian). Of these participants, 126 (104 males, 22 females) also had peer-reported data available. Self-reported pathological narcissism was positively correlated with self-reports of both prosocial behavior and aggression, but it was not associated with peer nominations of either type of behavior. These findings indicate that adolescents with high levels of narcissism may attempt to bolster their social status by reporting engagement in both prosocial behavior and aggression. However, it appears that such individuals are ineffective at being perceived as prosocial by peers. 相似文献
11.
Tobias Greitemeyer 《Journal of experimental social psychology》2009,45(1):186-190
Previous research has shown that exposure to violent media increased aggression-related affect and thoughts, physiological arousal, and aggressive behavior as well as decreased prosocial tendencies. The present research examined the hypothesis that exposure to prosocial media promotes prosocial outcomes. Three studies revealed that listening to songs with prosocial (relative to neutral) lyrics increased the accessibility of prosocial thoughts, led to more interpersonal empathy, and fostered helping behavior. These results provide first evidence for the predictive validity of the General Learning Model [Buckley, K. E., & Anderson, C. A. (2006). A theoretical model of the effects and consequences of playing video games. In P. Vorderer, & J. Bryant, (Eds.), Playing video games: Motives responses and consequences (pp. 363-378). Mahwah, NJ: Lawrence Erlbaum Associates] for the effects of media with prosocial content on prosocial thought, feeling, and behavior. 相似文献
12.
Ellen Reitz Daphne van de Bongardt Laura Baams Suzan Doornwaard Wieke Dalenberg Judith Dubas 《European Journal of Developmental Psychology》2015,12(5):613-626
This study gives an overview of Project STARS (Studies on Trajectories of Adolescent Relationships and Sexuality), a four-wave longitudinal study of 1297 Dutch adolescents. First, the sample, measures and four sub-projects are described. Second, hierarchical regression analyses were conducted to examine how key variables from the individual domain (impulsivity), parent domain (parent–adolescent relationship quality), peer domain (involvement with peers) and media domain (time spent on social networking sites), and their interactions predict changes in the experience with sexual behaviour of adolescents across time. Results showed that higher levels of impulsivity, lower quality of relation with parents, more frequent involvement with peers and more time spent on social networking sites at baseline predicted increases in sexual experience of adolescents over a subsequent 1.5-year time period. No interaction effects among the domains were found. The findings highlight the significance of a multi-domain approach to the study of adolescent sexual development. 相似文献
13.
《European Journal of Developmental Psychology》2013,10(2):174-189
The study was designed to examine the structure and correlates of a measure of prosocial moral reasoning in a sample of young and middle-aged adolescents. Participants were 1,556 students (53% male, M age = 13.12 years, SD = 0.87) from Valencia, Spain, who completed paper-and-pencil measures of prosocial moral reasoning (PROM), empathy, prosocial behaviours, and aggression. As expected, a series of confirmatory factor and structural equation modelling analyses revealed a four-factor solution of the PROM to have the best fit (as compared to alternative models) among Spanish youth (across gender and grade). Moreover, higher level and other-oriented forms of prosocial moral reasoning were generally positively related to empathy and prosocial behaviours, and negatively related to aggression. In contrast, generally, lower level and self-focused modes of prosocial moral reasoning were negatively related to such prosocial tendencies, and positively related to aggression. Discussion focuses on the usefulness of the PROM, its relations to theoretically relevant correlates, and its usefulness to study the development and universality of prosocial moral development. 相似文献
14.
Tobias Greitemeyer 《Journal of experimental social psychology》2011,47(1):28-36
Previous research has predominantly focused on negative effects of music exposure by demonstrating that listening to antisocial music increases aggression and aggression-related variables. The present research tests the idea that listening to prosocial (relative to neutral) music decreases aggressive outcomes. In fact, five studies revealed that prosocial music exposure decreased aggressive cognition, affect, and behavior. Mediational analyses showed that the effect of music condition on aggressive behavior was accounted for by differences in aggressive affect. Implications of these results for the predictive validity of the general learning model (Buckley & Anderson, 2006) for the effects of media exposure on social tendencies are discussed. 相似文献
15.
Prosocial video games reduce aggressive cognitions 总被引:2,自引:0,他引:2
Previous research has shown that playing violent video games increased aggressive tendencies. However, as pointed out by the General Learning Model (GLM) [Buckley, K. E., & Anderson, C. A. (2006). A theoretical model of the effects and consequences of playing video games. In: P. Vorderer & J. Bryant (Eds.), Playing video games motives responses and consequences (pp. 363-378). Mahwah, NJ: Lawrence Erlbaum], depending on their content, video games do not inevitably increase but may also decrease aggressive responses. Accordingly, the present research tested the hypothesis that playing prosocial video games decreases aggressive cognitions. In fact, playing a prosocial (relative to a neutral) video game reduced the hostile expectation bias (Experiment 1) and decreased the accessibility of antisocial thoughts (Experiment 2). Thus, these results lend credence to GLMs assumption that the effects of video game exposure depend to a great extent on the content of the game played. 相似文献
16.
ObjectivesAuthentic leadership has been found to be related to promising outcomes in sport. However, no intervention designed to increase coaches' authentic leadership exists. The aim of this study was to develop and evaluate such an intervention.DesignThe study was a pilot randomised controlled trial. We used a mixed design with Group (Intervention, Control) as between- and Time (pre, post) as within-participants factors.MethodA total of 18 coaches (Mage = 37.89; 83% males) and their athletes (N = 153; Mage = 20.48; 50.3% females) were randomly allocated, via block randomisation, into either an intervention (coaches n = 9, athletes n = 90) or a control group (coaches n = 9, athletes n = 63). The coaches in the intervention group received a 2-h-long workshop and completed weekly coaching logs. Data were collected via questionnaires, which were administered to both the coaches and their athletes prior to the workshop and two months after the workshop.ResultsThe results revealed that the intervention group reported higher authentic leadership compared to the control group. A mixed-design analysis of variance indicated that athletes in the intervention group reported significantly higher enjoyment and prosocial behaviour from pre- to post-intervention compared to the control group.ConclusionsThe findings suggest that an authentic coaching intervention can be effective in improving coaches' authentic behaviours and promoting positive athlete outcomes. 相似文献
17.
青少年攻击行为干预研究的新进展 总被引:8,自引:0,他引:8
攻击行为是影响青少年心理行为发展的重要因素,青少年某些心理行为发展结果也与攻击行为相关。因此.攻击行为发展作为一个世界性的课题引起了众多研究者的专注。该文从干预实质、干预发端、干预效果、干预方法等方面考察了国外近年来青少年攻击行为发展的研究成果。同时该文指出信息互联网络时代青少年攻击行为可能表现出新的特点。该文也指出现有研究的主要特点与未来研究的发展趋势。 相似文献
18.
Benjamin M. Wilkowski Michael D. Robinson Brian P. Meier 《Journal of research in personality》2006,40(6):1152-1168
Previous research has suggested that highly agreeable individuals value positive social relationships to a greater extent than do individual low in agreeableness. The present investigation sought to extend such individual differences to the cognitive level of analysis. It was hypothesized that individual differences in agreeableness would predict the extent to which either antisocial or prosocial words are selected for prolonged processing. Two studies, involving 90 undergraduates, asked participants to encode prosocial and antisocial stimuli, before measuring the speed with which they could spatially disengage attention from such stimuli. As predicted, individuals low in agreeableness exhibited difficulties disengaging from antisocial stimuli, whereas individuals high in agreeableness exhibited difficulties disengaging from prosocial stimuli. This novel finding isolates a particular set of attentional processes that likely contribute to agreeableness-related outcomes such as anger and aggression. 相似文献
19.
Intimate partner abuse (or relationship abuse) against women is recognised as a major public health issue. A number of relationship abuse prevention programs targeted at youth have been developed in Australia. These programs are generally aimed at changing attitudes, and take the stance that girls should not be viewed as being responsible for protecting themselves against violence. In this paper it is argued that the current, dominant focus on physical violence, over other forms of relationship abuse, limits the potential effectiveness of programs that might otherwise help young people to resist the development of abusive dynamics. It is also argued that programs that presume a victim status for girls and a perpetrator status for boys are both inconsistent with contemporary evidence and unlikely to empower young people at risk of chronic perpetration and/or victimisation to avoid such outcomes. A dyadic slippery slope model of chronic relationship abuse is proposed and new directions for prevention research in this area are suggested. 相似文献
20.
Meghan D. McAuliffe Julie A. Hubbard Lydia J. Romano 《Journal of abnormal child psychology》2009,37(5):665-677
This study explored the role of the classroom teacher in peers’ evaluations of liking and disliking of their classmates. Teacher
cognitions about children (teacher liking of students, teacher attributions for aggressive student behavior) and teacher behavior
toward children (positive, corrective/negative) were examined as mediators in the link between children’s own behavior (aggression,
prosocial behavior) and peer liking and disliking. Participants were 127 second-graders in 12 classrooms (64 males, 63 females).
Data on child behavior were collected through peer and teacher report, data on teacher cognitions about children were collected
through self report, data on teacher behavior toward children were collected through naturalistic classroom observations,
and data on peer liking and disliking were collected through peer nominations. Data were analyzed using path analysis. Results
indicated that teacher cognitions about children and corrective/negative teacher behavior toward children mediated the relations
between aggressive and prosocial child behavior and peer disliking. 相似文献