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1.
利用亲社会性视频游戏和IAT测验,从内隐社会认知的角度研究亲社会性视频游戏对高中生内隐攻击性认知的影响,并分析影响是否具有性别差异和攻击特质差异。结果表明:(1)亲社会性视频游戏对高中生内隐攻击性认知的抑制效应显著;(2)游戏类型和性别对内隐攻击性认知的交互作用显著,亲社会性视频游戏更容易对女生的内隐攻击性认知产生抑制效应;(3)攻击特质对高中生的内隐攻击性认知的主效应显著,并且游戏类型和攻击特质对高中生内隐攻击性认知的交互作用显著,亲社会性视频游戏更容易对低攻击特质学生产生抑制效应。由此可见,亲社会性视频游戏能够有效抑制高中生的内隐攻击性认知水平。  相似文献   

2.
基于一般攻击模型理论,本研究考察了暴力动画对幼儿攻击性认知的启动效应。随机抽取400名5~6岁的幼儿(50%女)参与实验统计,200名幼儿观看暴力动画片,200名幼儿观看非暴力动画片,采用修正后的语义分类任务测量被试的攻击性认知水平并进行多元方差分析。结果发现:(1)相比于非暴力动画片组,观看暴力动画片组的幼儿存在更高的攻击性认知。(2)对于男生而言,观看暴力动画片的幼儿比观看非暴力动画片的幼儿存在更高的攻击性认知,而女生则不存在暴力组和中性动画片的组别差异。(3)对于高攻击性特质而言,观看暴力动画片的幼儿比观看非暴力动画片的幼儿存在更高的攻击性认知,而中等攻击性特质和低攻击性特质不存在显著组别差异。(4)5岁和6岁幼儿在观看暴力动画片后的攻击性认知水平不存在显著组别差异。综合研究结果表明,性别和特质攻击是暴力动画情境下调节5~6岁大班幼儿攻击性认知水平的重要个体变量。  相似文献   

3.
本研究采取前后测实验设计,以内隐联想测验和Buss的攻击性问卷为研究工具,探讨了媒体暴力对大学生攻击性的长时效应和短时效应。结果发现:(1)个体实验前接触媒体暴力的程度越强烈,内隐攻击性越强,外显攻击性也越强;(2)接触暴力视频游戏10分钟就会增强个体的内隐攻击性,接触非暴力视频游戏10分钟对个体的内隐攻击性没有影响;接触暴力和非暴力视频游戏10分钟对个体的外显攻击性没有影响;(3)外显攻击性基线水平和游戏类型的交互作用不显著;内隐攻击性基线水平和游戏类型交互作用显著。内隐攻击性基线水平较高的个体,游戏类型对其内隐攻击性的影响差异不显著;内隐攻击性基线水平较低的个体,暴力视频游戏增加了他们的内隐攻击性,非暴力视频游戏对他们的内隐攻击性没有影响。  相似文献   

4.
分别采用词汇按键反应任务和EAST范式测查了攻击性认知的流畅性和内隐攻击性评价,旨在考察游戏中攻击动机对攻击性的影响,结果发现:暴力视频游戏的影响效应不仅与暴力内容有关,还受制于攻击动机和玩家的暴力游戏经验;且长期玩暴力游戏会使被试对暴力产生脱敏,表现为攻击性认知的流畅性低,对攻击的评价更积极。本研究表明,暴力视频游戏对个体攻击性的影响需综合考虑多种因素。  相似文献   

5.
以850名大学生为被试,探讨日常环境中的暴力暴露与攻击行为的关系,并在此基础上提出一个有调节的中介模型,考察攻击性信念的中介作用和人际信任的调节作用。结果发现:(1)日常环境中的暴力暴露对攻击行为有显著的正向预测作用;(2)攻击性信念在日常环境中的暴力暴露与攻击行为的关系中起部分中介作用;(3)攻击性信念的中介作用会受到人际信任的调节。对于低人际信任个体,攻击性信念起部分中介作用;对于高人际信任个体,攻击性信念的中介效应不显著,日常环境中的暴力暴露对攻击行为只有直接作用。  相似文献   

6.
为了考察在大学生群体中,特质愤怒、敌意认知、愤怒沉思、认知重评以及攻击行为的关系,采用了特质愤怒问卷、愤怒沉思问卷、情绪调节问卷以及攻击性问卷对重庆市西南大学的742名大学生进行调查,结果显示:(1)特质愤怒、敌意认知、愤怒沉思以及攻击行为之间两两相关,认知重评与各变量之间均没有显著的相关关系;(2)特质愤怒通过敌意认知的部分中介作用预测愤怒沉思和攻击行为,但是愤怒沉思对攻击行为的预测作用不显著;(3)认知重评在敌意认知对攻击行为的影响中起着调节作用,即敌意认知对攻击行为的影响会因个体认知重评水平的不同而表现出强度上的差异;(4)对于不同认知重评水平的个体来说,特质愤怒对攻击行为的预测机制不同。具体而言,对于低认知重评个体来说,特质愤怒主要通过敌意认知和愤怒沉思的完全多重中介作用对攻击行为产生预测;对于高认知重评个体来说,特质愤怒主要通过其直接效应对攻击行为产生影响。  相似文献   

7.
材料性质与内隐攻击性启动效应的实验研究   总被引:23,自引:6,他引:17  
叶茂林 《心理科学》2001,24(4):418-421
使用表示攻击和被攻击相互作用的动词为实验材料,随机抽取60名初一学生,采用3种加工类型×2种测验方式的混合设计来考察未成年人攻击性的某些内隐社会认知特征.结果表明(1)验证了先前有关攻击性内隐社会认知特征的研究;(2)汉字材料也能产生内隐攻击性的启动效应;(7)在未成年人身上也存在有内隐形式的攻击性.  相似文献   

8.
对国内外现有的暴力游戏影响青少年攻击性认知的实验研究进行元分析。总共纳入24篇研究, 产生28个独立样本, 涉及被试2449人。结果表明, 暴力游戏助长青少年攻击性认知的总效应接近中等程度; 暴力游戏对青少年攻击性认知的效应受文化类型和被试群体类型的调节, 但不受测验方法的影响, 西方文化的效应值显著大于东方文化的效应值; 其对小学生、大学生、中学生攻击性认知的影响效力依次递减, 各测验方法之间的效应值差异并不显著。  相似文献   

9.
本研究基于道德推脱和道德自我调节理论,以62名大学生为被试,通过实验探讨了游戏暴力合理性对个体攻击性的影响,并考察了内疚感的中介作用以及游戏经验的调节作用。结果表明:游戏经验调节了游戏暴力合理性对内疚感和攻击性的影响。对无经验的被试来说,不合理暴力条件下的内疚感显著高于合理暴力条件,攻击性显著低于合理暴力条件;而对有经验的被试来说,合理与不合理暴力条件下的内疚感和攻击性均无显著差异。同时,研究还发现了有中介的调节作用模型,内疚感在暴力合理性对攻击性的影响中发挥中介作用,而游戏经验是有中介的调节变量。  相似文献   

10.
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   

11.
张春燕 《社会心理科学》2006,21(4):75-78,118
暴力性的电子游戏在青少年中的普及率相当高。研究发现,暴力性电子游戏对青少年的攻击行为和情感都有影响,对于那些本身就有暴力倾向的青少年来讲更是如此。而且,这种影响存在着年龄和性别差异。其影响的机制主要有:建立并激活与攻击有关的思维网络:削弱了对攻击行为的抑制;模仿和强化;降低了对受害者的同情心等。  相似文献   

12.
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   

13.
Research on exposure to television and movie violence suggests that playing violent video games will increase aggressive behavior. A meta-analytic review of the video-game research literature reveals that violent video games increase aggressive behavior in children and young adults. Experimental and nonexperimental studies with males and females in laboratory and field settings support this conclusion. Analyses also reveal that exposure to violent video games increases physiological arousal and aggression-related thoughts and feelings. Playing violent video games also decreases prosocial behavior.  相似文献   

14.
研究引入攻击行为的规范信念和移情两个概念,使用攻击性发展稳定的大学生为被试,探讨暴力媒体对攻击行为的作用机制。采用问卷调查法,使用Anderson等人编写的暴力媒体接触程度问卷、攻击行为规范信念量表(NOBAG)、攻击问卷(AQ)和人际活动指标问卷(IRI)对来自北京、福州和成都三地的680名被试进行实地调查,了解其暴力媒体接触程度、攻击行为规范信念、攻击行为和移情能力间的关系,并在此基础上构建了暴力媒体接触程度、移情、规范信念和攻击行为的结构方程模型。研究结果表明:(1)不同性别的攻击性差异显著,男性更经常使用暴力媒体,具有更高的攻击行为规范信念,且倾向于出现攻击行为;(2)暴力媒体对攻击行为的预测作用显著,且不同媒体形式间存在差异,暴力视频游戏的作用显著强于暴力电视和暴力电影/视频;(3)规范信念可以有效预测攻击行为,在暴力媒体接触程度和攻击行为间、移情和攻击行为间起中介作用。  相似文献   

15.
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   

16.
为探讨暴力暴露、大学生网络攻击行为、负性自动思维及自我控制之间的关系,选取黑龙江大学、哈尔滨师范大学两所高校共600名大一至大四的大学生为被试,采用暴力暴露问卷、网络攻击行为量表、自动思维问卷及自我控制问卷进行测试。结果表明:(1)暴力暴露对大学生网络攻击行为有着显著的正向影响,并间接地通过负性自动思维对大学生网络攻击行为产生作用;(2)自我控制在暴力暴露对大学生网络攻击行为的影响中起显著的调节作用,具体而言,在低自我控制水平下,暴力暴露能显著的正向预测大学生网络攻击行为,而在高自我控制水平下,暴力暴露对大学生网络攻击行为的预测作用不显著。  相似文献   

17.
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.
  相似文献   

18.
Recent research reveals that playing prosocial video games increases prosocial cognitions and helpful behaviors [Gentile el al., 2009; Greitemeyer and Osswald, 2009; 2010; 2011]. These results are consistent with social‐cognitive models of social behavior [e.g., the “General Learning Model,” Buckley and Anderson, 2006]. The social‐cognitive learning models suggest that in addition to influencing cognitions, media content may also influence affect. However, past studies on prosocial video games have failed to find a significant effect on affective measures [Greitemeyer and Osswald, 2010]. The present research examined the effects of prosocial, neutral, and violent video games on state hostility and positive affect. Also examined were moderating effects of trait aggressiveness, trait altruistic helping, and trait egoistic helping. Prosocial games reduced state hostility and increased positive state affect. Violent video games had the opposite effects. These effects were moderated by trait physical aggression. Altruistic participants reported relatively more positive affect and less state hostility. Egoistic participants reported relatively more aggravated and mean feelings. Aggr. Behav. 38:263–271, 2012. © 2012 Wiley Periodicals, Inc.  相似文献   

19.
How long do the effects of the initial short‐term increase in aggression and physiological arousal last after violent video game play? Study 1 (N=91) had participants complete pre‐ and postvideo game measures of aggressive thoughts, aggressive feelings, and heart rate. Then, participants completed Time 3 measures after 4 min or 9 min of delay. Study 2 employed a similar procedure, but had participants (N=91) complete the hot sauce paradigm to assess aggressive behavior after a 0, 5, or 10 min delay. First, results indicated that aggressive feelings, aggressive thoughts, aggressive behavior, and heart rate initially increased after violent video game play. Second, results of the delay condition revealed that the increase in aggressive feelings and aggressive thoughts lasted less than 4 min, whereas heart rate and aggressive behavior lasted 4–9 min. Aggr. Behav. 35:225–236, 2009. © 2009 Wiley‐Liss, Inc.  相似文献   

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