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1.
Video game developments allow players to design their own personalized avatars. Previous research has shown that this capability increases levels of aggression within socially acceptable forms of violence. Using the general aggression model (GAM), the current study examined the effect of avatar personalization on behavioral aggression within a violent video game. Participants who played a violent video game and designed their own avatars were significantly more aggressive than those who played the same violent video game with a generic avatar, and were also more aggressive than those who played the nonviolent video game, regardless of whether or not they designed their own personalized characters. Limitations and directions for future research are discussed.  相似文献   

2.
Violent video game playing has been linked to a wide range of negative outcomes, especially in adolescents. In the present research, we focused on a potential determinant of adolescents’ willingness to play violent video games: social exclusion. We also tested whether exclusion can predict increased aggressiveness following violent video game playing. In two experiments, we predicted that exclusion could increase adolescents’ preferences for violent video games and interact with violent game playing fostering adolescents’ aggressive inclinations. In Study 1, 121 adolescents (aged 10–18 years) were randomly assigned to a manipulation of social exclusion. Then, they evaluated the violent content of nine different video games (violent, nonviolent, or prosocial) and reported their willingness to play each presented video game. The results showed that excluded participants expressed a greater willingness to play violent games than nonviolent or prosocial games. No such effect was found for included participants. In Study 2, both inclusionary status and video game contents were manipulated. After a manipulation of inclusionary status, 113 adolescents (aged 11–16 years) were randomly assigned to play either a violent or a nonviolent video game. Then, they were given an opportunity to express their aggressive inclinations toward the excluders. Results showed that excluded participants who played a violent game displayed the highest level of aggressive inclinations than participants who were assigned to the other experimental conditions. Overall, these findings suggest that exclusion increases preferences for violent games and that the combination of exclusion and violent game playing fuels aggressive inclinations.
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3.
This study tested the hypothesis that violent video games are especially likely to increase aggression when players identify with violent game characters. Dutch adolescent boys with low education ability (N=112) were randomly assigned to play a realistic or fantasy violent or nonviolent video game. Next, they competed with an ostensible partner on a reaction time task in which the winner could blast the loser with loud noise through headphones (the aggression measure). Participants were told that high noise levels could cause permanent hearing damage. Habitual video game exposure, trait aggressiveness, and sensation seeking were controlled for. As expected, the most aggressive participants were those who played a violent game and wished they were like a violent character in the game. These participants used noise levels loud enough to cause permanent hearing damage to their partners, even though their partners had not provoked them. These results show that identifying with violent video game characters makes players more aggressive. Players were especially likely to identify with violent characters in realistic games and with games they felt immersed in.  相似文献   

4.
It is well established that violent video games increase aggression. There is a stronger evidence of short-term violent video game effects than of long-term effects. The present experiment tests the cumulative long-term effects of violent video games on hostile expectations and aggressive behavior over three consecutive days. Participants (N = 70) played violent or nonviolent video games 20 min a day for three consecutive days. After gameplay, participants could blast a confederate with loud unpleasant noise through headphones (the aggression measure). As a potential causal mechanism, we measured hostile expectations. Participants read ambiguous story stems about potential interpersonal conflicts, and listed what they thought the main characters would do or say, think, and feel as the story continued. As expected, aggressive behavior and hostile expectations increased over days for violent game players, but not for nonviolent video game players, and the increase in aggressive behavior was partially due to hostile expectations.  相似文献   

5.
This study suggests that fighting against different types of opponents in video games (e.g., human opponents vs. monster opponents) may lead to different emotional responses and moral judgments toward game characters. Based on Bandura's moral disengagement theory, this study proposes that shooting at monster opponents makes game players feel less guilty and judge the player-controlled character as more morally justified. An experiment was conducted in which participants played shooting games with either human opponents or monster opponents. The results show that when playing against monster opponents, participants felt both less ashamed and less guilty, reported enjoying the game more, and judged their character as more justified than participants who played against human opponents.  相似文献   

6.
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   

7.
There is great concern about the effects of playing violent video games on aggressive behavior. The present experimental study was aimed at investigating the differential effects of actively playing vs. passively watching the same violent video game on subsequent aggressive behavior. Fifty-seven children aged 10-13 either played a violent video game (active violent condition), watched the same violent video game (passive violent condition), or played a non-violent video game (active non-violent condition). Aggression was measured through peer nominations of real-life aggressive incidents during a free play session at school. After the active participation of actually playing the violent video game, boys behaved more aggressively than did the boys in the passive game condition. For girls, game condition was not related to aggression. These findings indicate that, specifically for boys, playing a violent video game should lead to more aggression than watching television violence.  相似文献   

8.
The effect of violent video games on aggressive behavior is an important topic in the field of game research. Recently, growing evidence suggests that justified game violence decreases feelings of guilt caused by in-game immoral behavior. However, little is known about the impact on aggressive behavior, and whether other factors moderate this effect. In a two-factor experiment, we tested the impact of justification of video game violence on aggressive behavior, and whether this effect would be enhanced by game immersion. Pilot experiment 1 (N = 60) and pilot experiment 2 (N = 40) demonstrated that the justification of violence and game immersion was successfully controlled by avatar and graphics quality. In the Main experiment, 123 participants played one of four conditions of a video game (2 [justification: justified vs. unjustified violence] × 2 [immersion: high vs. low immersion]) and it was found that participants who played in the justified violence condition reported greater aggressive behavior than those in the unjustified violence condition. In addition, participants who played in high immersion reported greater aggressive behavior than those in low immersion. However, game immersion did not moderate the effects of justified violence. This unexpected effect is likely due to participants' distancing themselves from and identifying less with their violent avatars.  相似文献   

9.
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   

10.
Research has consistently shown that aggressive video console and PC games elicit aggressive cognitions, affect, and behaviors. Despite the increasing popularity of racing (driving) games, nothing is known about the psychological impact of this genre. This study investigated whether playing racing games affects cognitions, affect, and behaviors that can promote risk taking in actual road traffic situations. In Study 1, the authors found that the frequency of playing racing games was positively associated with competitive driving, obtrusive driving, and car accidents; a negative association with cautious driving was observed. To determine cause and effect, in Study 2, the authors manipulated whether participants played 1 of 3 racing games or 1 of 3 neutral games. Participants who played a racing game subsequently reported a higher accessibility of cognitions and affect positively associated with risk taking than did participants who played a neutral game. Finally, on a more behavioral level, in Study 3, the authors found that men who played a racing game subsequently took higher risks in computer-simulated critical road traffic situations than did men who played a neutral game. Theoretical and practical implications are discussed.  相似文献   

11.
以38名大学生和研究生为被试,采用Chicken Game实验范式测量合作行为,考察了单人和双人合作模式游戏后,性别和游戏习惯对玩家在博弈决策中合作行为的影响。结果表明:(1)双人合作模式游戏可以促进玩家在博弈决策中的合作行为;(2)双人合作模式游戏后,男玩家(相比女玩家)在博弈决策中的合作行为更多;(3)玩游戏的习惯影响博弈决策中的合作行为,相比于经常习惯与现实朋友玩游戏和独自玩游戏的玩家,经常习惯与网友玩游戏的玩家在双人合作模式游戏后的合作行为更多。本研究不仅证实了一般学习模型,也证实了亲社会合作类视频游戏可以有效促进博弈决策中的合作行为。  相似文献   

12.
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   

13.
Given the increasingly dominant role of video games in the mainstream entertainment industry, it is no surprise that the scholarly debate about their impact has been lively and well attended. Although >100 studies have been conducted to examine the impact of violent video games on aggression, no clear consensus has been reached, particularly in terms of their long-term impact on violent behavior and aggressive cognitions. This study employs a first-ever longitudinal laboratory-based experiment to examine longer-term effects of playing a violent video game. One hundred thirty-five participants were assigned either to the treatment condition where they played a violent video game in a controlled laboratory setting for a total of 12 hours or to the control group where they did not play a game. Participants in the treatment group played Grand Theft Auto IV over a period of 3 weeks and were compared with a control group on the posttest measures of trait aggression, attitudes toward violence, and empathy. The findings do not support the assertion that playing a violent video game for a period of 3 weeks increases aggression or reduces empathy, but they suggest a small increase in proviolence attitudes. The implications of the findings are discussed.  相似文献   

14.
The “Macbeth effect” denotes the phenomenon that people wish to cleanse themselves physically when their moral self has been threatened. In this article we argue that such a threat to one's moral self may also result from playing a violent video game, especially when the game involves violence against humans. The cleansing effect should be particularly strong among inexperienced players who do not play video games on a regular basis, because frequent players may apply other strategies to alleviate any moral concerns. Seventy students played one of two violent video games and were then asked to select 4 out of 10 gift products, half of which were hygiene products. Inexperienced players reported more moral distress when the game involved violence against humans (compared to violence against objects), and selected more hygiene products in this condition than frequent video game players. Frequent players, on the other hand, reported less moral distress, irrespective of the game they played.  相似文献   

15.
Two studies examined violent video game effects on aggression-related variables. Study 1 found that real-life violent video game play was positively related to aggressive behavior and delinquency. The relation was stronger for individuals who are characteristically aggressive and for men. Academic achievement was negatively related to overall amount of time spent playing video games. In Study 2, laboratory exposure to a graphically violent video game increased aggressive thoughts and behavior. In both studies, men had a more hostile view of the world than did women. The results from both studies are consistent with the General Affective Aggression Model, which predicts that exposure to violent video games will increase aggressive behavior in both the short term (e.g., laboratory aggression) and the long term (e.g., delinquency).  相似文献   

16.
As growing numbers of youth in the United States play video games, potential effects of game playing are being considered. We focused on gender-related aspects of gaming in a study of 206 college students. Men were significantly more likely than women to play video games two or more hours a week and to indicate that video game playing interfered with sleeping and with class preparation. A greater proportion of women than men complained about the amount of time their significant other played video games. Participants rated female video game characters as significantly more helpless and sexually provocative than male characters and as less likely to be strong and aggressive. Gender differences in participation and character portrayals potentially impact the lives of youth in a variety of ways.  相似文献   

17.
为了探讨亲社会视频游戏对玩家人性化知觉的影响, 研究以大学生为被试, 通过两个实验, 分别采用自陈报告法和单类别内隐联想测验技术考察了亲社会视频游戏对玩家自我及他人外显及内隐人性化知觉的影响。结果发现:(1)相对于中性游戏, 不论是普遍人性, 还是独特人性, 亲社会视频游戏均可提高玩家对自我及他人外显的人性化知觉水平;(2)相对于中性游戏, 亲社会游戏可显著提高玩家对自我及他人独特人性的内隐知觉水平, 也可提升对自我普遍人性的内隐知觉水平, 但对他人普遍人性的内隐知觉的效应不明确。这些结果表明, 亲社会视频游戏对于提升玩家对自我和他人的人性化知觉水平具有重要作用。  相似文献   

18.
The increasing availability of violent video games and their implication in recent school shootings has raised the volume of public debate on the effects of such games on aggressive behavior and related variables. This article reports an experiment designed to test key hypotheses concerning the short term impact of exposure to violent video games on young women, a population that has received relatively little attention in this research literature. Results were that brief exposure to a violent video game increased aggressive behavior. Mediational analyses suggested that the violent video game effect on aggression was not mediated by instrumental aggressive motivation, but was partially mediated by revenge motivation. Other results suggested that the violent video game effect on aggression might be greater when the game player controls a same‐sex violent game character. Aggr. Behav. 29:423–429, 2003. © 2003 Wiley‐Liss, Inc.  相似文献   

19.
张学民  李茂  宋艳  李永娜  魏柳青 《心理学报》2009,41(12):1228-1236
通过实验考察游戏中的射杀动作成分和血腥成分对玩家和观看者攻击性行为和攻击性认知的影响。被试为72名男性大学生, 选用第三人称45度角的射击类游戏, 将游戏中的射杀动作成分和血腥成分进行分离, 采用竞争反应时任务范式考察攻击性行为, 采用EAST内隐认知范式考察内隐攻击性认知, 结果表明: (1) 玩家比观看者表现出更强的攻击性, 玩家表现出的攻击性行为和攻击性认知均显著强于观看者; (2) 视频游戏中的射杀动作成分导致观看者有更高的游戏卷入, 血腥成分对被试的攻击性影响强于射杀动作成分, 并使被试倾向于将攻击性进行他人归因。  相似文献   

20.
The interpretation of character motivations is a crucial part of the understanding of many narratives, including those found in video games. This interpretation can be complicated in video games by the player performing the role of a player‐character within the game narrative. Such performance finds the player making choices for the character and also interpreting the resulting character actions and their effect on the game's narrative. This can lead to interpretative difficulties for game narratives and their players: if a decision to act is made by the player, is it that the player's own imaginative reasons for acting warrant some narrative interpretations and exclude others? To answer this I argue that we need to investigate (a) the interactive ontology of video game narratives, (b) the notion of game playing as interpretative performance, and (c) the player‐character, an artifact through which performance is focused in narrative games. Doing so shows there to be at least two problems with the notion of the correct interpretation of narrative games. Neither of these problems entirely negates the normativity of game narratives, however, and so players are left with the problem of how they might decide which of the possible playings are warranted. I end by making some practical suggestions for the thoughtful and narratively interested game player.  相似文献   

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