首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 46 毫秒
1.
The purpose of present study was to investigate differences in media violence exposure between groups of adolescents with and without Disruptive Behavior Disorders with Aggressive Features, using a case‐controlled design and multimethod assessment. Samples of 27 adolescents aged 13‐17 with Disruptive Behavior Disorder with Aggressive Features and 27 age‐gender‐IQ matched controls completed a semistructured interview about exposure to violence on television and video games; parents completed a corresponding questionnaire measure. Moderate intercorrelations were found between most self‐ and parent‐report television and video game violence exposure measures. Compared to control adolescents, adolescents with Disruptive Behavior Disorder with Aggressive Features had higher aggregate media violence exposure, higher exposure to video game violence, and higher parent‐reported exposure to television violence. Results show that adolescents and parents agree about the adolescent's level of media violence exposure, that exposure to violence on television tends to be accompanied by exposure to violence in video games, and that the association between media violence exposure and Disruptive Behavior Disorder with Aggressive Features is not due to a spurious effect of gender or IQ. Aggr. Behav. 31:000–000, 2005. © 2005 Wiley‐Liss, Inc.  相似文献   

2.
A sample of 118 U.S. 6th and 7th graders was used to examine early adolescents’ views of whether video games negatively influence themselves, others of the same age, and younger others. Six specific games ranging in rating from E for Everyone to M for Mature were listed for the early adolescents to respond to, with questions asked about both potential influence and whether young people should be allowed to play the games. Results support a third‐person perception that grew as the rating of the game became more restrictive and as the “other” group in question became younger. The presence of rules set by parents about video game use was a positive predictor of perceptions of influence on self and others.  相似文献   

3.
From the ecological perspective of human development the emergence of significant media may affect children's behavior. It has been suggested that the home computer has the potential to affect young children's behavior, but no published data currently exist to support this hypothesis. However, home computer games have features similar to television. In that vein, research on television and aggression lends itself as a paradigm for studying the effects of video games on young children's behavior. From past television research it may be hypothesized that exposure to violent video games will increase children's aggressive behavior. Twenty-eight children, age 4 to 6 years were observed in a free play setting at baseline, after watching a violent cartoon and after playing “Space Invaders”. Results indicated significant differences in aggressive behavior, relative to baseline behaviors, after watching television and after playing video games. There was no difference between the television and video game conditions. It was concluded that violent video games arouse children in much the same way as violent television cartoons.  相似文献   

4.
We performed a cross-sectional study with three age groups (8, 14, and 17 years) to evaluate developmental differences in stereotyped beliefs about physical attractiveness and the value of this as perceived by the participants. Given the current importance of television in the development of social knowledge, television models were used. The children and adolescents were asked to evaluate, using bipolar open scales, the physical attractiveness, likeableness, generosity, intelligence, fun, and altruism of 12 television models of both sexes, previously selected by judges, as well as the desire to resemble or feel close to the models. Analysis showed developmental differences across age groups both in the concept of physical attractiveness and in stereotyped beliefs about this. As in other areas of social knowledge, the younger children's responses were bipolar, global, and much more stereotyped, while the adolescents introduced subtle distinctions and elaborated their responses. Nevertheless, physical attractiveness appeared a desirable characteristic for all age groups.  相似文献   

5.
M Amann-Gainotti 《Adolescence》1986,21(83):703-710
It has been shown that during adolescence most information about sexual matters, generally colored with misconceptions, comes from the peer group, since cultural inhibitions often prevent discussion with parents or other adults. In addition, there is abundant evidence from anthropological data of diffuse negative beliefs across cultures concerning menstruation. In order to explore the early socialization of beliefs and attitudes toward menarche, 258 adolescents, aged 11 to 14 years, male and female pre- and postmenarcheal, from southern Italy, were interviewed by way of an open questionnaire method. The results showed a consistent lack of accurate information by a high percentage of subjects, both male and female; negative beliefs were held only by girls, pre- and postmenarcheal, while boys were more likely to ignore the subject. Half of the postmenarcheal girls expressed a negative evaluation of their first experiences with menstruation, generally due to lack of advance information. As to sources of information, importance of the peer group was confirmed, especially for boys; the influence of the mother and the cultural environment accounted for the positive acceptance of menarche. Fathers appeared to be uninvolved in the transmission of information about menstruation to either boys or girls.  相似文献   

6.
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   

7.
《Media Psychology》2013,16(3):231-252
Extending prior research on the third-person effect, which has focused on perceived media effects on adults, the present study examined parents' beliefs about the effects of televised violence on their own and other children, and how these perceptions are related to two different behavioral responses: parental mediation of television and support for censorship. Respondents were parents of children aged 3 to 18 (N = 70), who were contacted as part of a random sample for a larger study. Via telephone interviews, parents rated their perceptions of three effects of televised violence: (1) viewing the world as a dangerous place; (2) approving of aggression; and (3) behaving aggressively. As predicted, third-person perceptions were observed for all three types of influence, but were larger for the more socially undesirable aggression - related effects. Both parental mediation and support for censorship were associated with the perceived effects of televised violence. Evidence suggested that parents' behavioral responses were motivated by concern about both their own and other children, but that the pattern of responses varied for the three different effects of viewed violence.  相似文献   

8.
We examined whether young and older adults hold different beliefs about the effectiveness of memory strategies for specific types of memory tasks and whether memory strategies are perceived to be differentially effective for young, middle-aged, and older targets. Participants rated the effectiveness of five memory strategies for 10 memory tasks at three target ages (20, 50, and 80 years old). Older adults did not strongly differentiate strategy effectiveness, viewing most strategies as similarly effective across memory tasks. Young adults held strategy-specific beliefs, endorsing external aids and physical health as more effective than a positive attitude or internal strategies, without substantial differentiation based on task. We also found differences in anticipated strategy effectiveness for targets of different ages. Older adults described cognitive and physical health strategies as more effective for older than middle-aged targets, whereas young adults expected these strategies to be equally effective for middle-aged and older target adults.  相似文献   

9.
Violent content video games such as Mortal Kombat and Doom have become very popular among children and adolescents, causing great concern for parents, teachers, and policy makers. This study cumulates findings across existing empirical research on the effects of violent video games to estimate overall effect size and discern important trends and moderating variables. Results suggest there is a smaller effect of violent video games on aggression than has been found with television violence on aggression. This effect is positively associated with type of game violence and negatively related to time spent playing the games. Directions for future programmatic research on video games are outlined.  相似文献   

10.
《Media Psychology》2013,16(2):107-137
Predictors of media use of children from 1 to 12 years old were examined for 3 ethnic groups (European American, African American, and Hispanic American). Data from the Child Development Supplement to the Panel Study of Income Dynamics representing 1,819 children were used. Models consisting of child characteristics, demographics, family characteristics, and parental well-being predictors accounted for more of the variation in media use (television and video games) by European Americans and Hispanic Americans than they did for African Americans. Generally, variables predicted total use of television similarly for the 3 ethnic groups tested. Parental education predicted use of educational media only for European Americans. Electronic video game use varied almost exclusively by the age and gender of the child. The very different patterns for television and electronic game use suggest that these media may fulfill different functions for children and families.  相似文献   

11.
Viewing television and video programming has become a normative behavior among U.S. infants and toddlers. Little is understood about the extent of parents' decision making regarding their young children's viewing, although numerous organizations are interested in reducing time spent viewing among infants and toddlers. Prior research has examined parents' belief in the educational value of TV/videos for young children and the predictive value of this belief for understanding infant and toddler viewing rates, although other possible salient beliefs remain largely unexplored. This study employs the integrative model of behavioral prediction to examine 30 maternal beliefs about infants' and toddlers' TV/video viewing, which were elicited from a prior sample of mothers. Results indicate that mothers tend to hold more positive than negative beliefs about the outcomes associated with young children's TV/video viewing and that the nature of the aggregate set of beliefs is predictive of their general attitudes and intentions to allow their children to view, as well as children's estimated viewing rates. Analyses also uncover multiple dimensions within the full set of beliefs, which explain more variance in mothers' attitudes and intentions and children's viewing than the uni-dimensional index. The theoretical and practical implications of the findings are discussed.  相似文献   

12.
Although a considerable amount of attention has examined potential positive and negative consequences of video game play in children, relatively little research has examined children’s motivations for using games. The current study hopes to address this gap in the literature by examining children’s motivations for video game play in a large sample of youth (n = 1254). Results indicated that video game use was common, and often a social activity. Social play was mainly predicted by motivations related to socialization, fun/challenge and current stress level. Preference for violent games was more common in males and predicted by fun/challenge motivations and beliefs such games could be cathartic for stress. Children with clinically elevated levels of depressive and ADHD symptoms did not play more games, or more violent games, but were more inclined to endorse catharsis motivations for video game use. Results from this study provide understanding of what motivates children to use games, and how the motivations of children with symptoms of psychosocial problems (as identified via subscales of the Pediatric Symptom Checklist) may differ from others.  相似文献   

13.
14.
Abstract

Intellectual humility is usually regarded as a virtue. In this paper, we conceptualized intellectual humility along two dimensions: (1) placing an adequate level of confidence in one’s own beliefs; (2) being willing to consider other people’s beliefs. We tested whether children (ages 4 to 11 years) and adults perceived intellectual humility as positive and how these perceptions changed across development. To do so, we asked participants to evaluate an intellectually humble person as compared to an intellectually arrogant person, who readily dismissed other people’s beliefs, or to an intellectually diffident person, who was unsure of a well-supported belief. Young children did not favor the intellectually humble person over the others, but older children and adults liked this person better and tended to consider her nicer than the arrogant one and smarter than the diffident one. These findings suggest that the virtuousness of intellectual humility in others is recognized from mid-childhood on.  相似文献   

15.
We examined a new structured interview of parent?Cchild conflict that assesses parent and child perceptions of behavioral conflict about daily life topics (e.g., doing chores, homework), and whether discrepancies exist on beliefs about these topics. In a sample of 100 parents and children ages 10 to 17?years (M?=?13.5?years, 52 males, 57?% African-American), informants could reliably distinguish between perceived behavioral conflicts and perceived discrepant beliefs about topics. These scores were also significantly related to questionnaire reports of parent?Cchild conflict. Parent and child questionnaire reports did not significantly differ, yet on the structured interview, parents reported significantly greater levels of perceived conflict and discrepant beliefs relative to child reports. Additionally, structured interview reports of conflict demonstrated incremental validity by relating to child self-reports of delinquent behaviors, when accounting for questionnaire conflict reports. The findings have implications for increasing understanding of the links between parent?Cchild conflict and psychosocial outcomes.  相似文献   

16.
The goals of the current study were to describe parents’ emotion socialization patterns and to assess relations between parents’ emotion-related beliefs and socialization behaviors during conversations with their children. Participants were 125 parents and their 9- and 10-year-old children from three ethnic groups in the southeastern United States. Parents reported beliefs about children’s emotions. Parents and children were videotaped playing a board game to evoke emotion-related conversations, which were then coded for parents’ labeling, teaching, and encouragement of emotion. Parents used less labeling and teaching for positive than negative emotions, and greater encouragement for positive than negative emotions. Parents with stronger beliefs about the value of positive emotions engaged in less labeling of positive emotions, less teaching of all emotions, and less encouragement of negative emotions. Parents with stronger beliefs about the value of negative emotions engaged in more encouragement of negative emotions. Parents with stronger beliefs that all emotions are dangerous engaged in less labeling of negative emotions. The results of this study have potential clinical implications in helping clients to understand the foundational structures of their behaviors and how both beliefs and behaviors are distinct, yet interrelated constructs.  相似文献   

17.
BackgroundTheories relating to young children’s social cognitive maturity and their prevailing social groups play important roles in the acquisition of attitudes. Previous research has shown that preschool and kindergarten children’s stuttering attitudes are characterized by stronger negative beliefs and self reactions than those of parents. By contrast, 12 year-old children’s stuttering attitudes have been shown to be similar to their parents’ attitudes. Other research indicates that parental stuttering attitudes are no different from attitudes of adults who are not parents.PurposeThe purpose of this study was to explore children’s stuttering attitudes of preschool through 5th grade children and to compare them to their parents’ attitudes.MethodChildren and parents from a rural Appalachian elementary school and child/parent pairs from other areas in the region responded to child and adult versions of the Public Opinion Survey of Human Attributes–Stuttering (POSHA–S/Child and POSHA–S). Seven grade levels were included: preschool, kindergarten, 1st grade, 2nd grade, 3rd grade, 4th grade, and 5th grade.ResultsConfirming earlier research, younger children’s attitudes toward stuttering were considerably less positive than those of their parents. As children matured up to the fifth grade, however, their stuttering attitudes progressively were more positive. Parents’ stuttering attitudes were quite consistent across all seven grade levels.ConclusionsConsistent with theories of attitudinal development, between the ages of 4 and 11 years, children’s measured attitudes toward stuttering improved and gradually approximated the attitudes of their parents and the general public.  相似文献   

18.
A series of studies was conducted which focused on US adults' beliefs about the relative importance of acquiring mathematical skills for preschool children and about how children acquire these skills. In Study 1, adults rated general information, reading and social skills as all being more important than mathematical skills. They also claimed that parents have the most influence on preschool children's learning regardless of content area. In Study 2, the parents of kindergarten children also rated reading, general information and social skills as all being more important than mathematics in preparing children for the first grade. The more important parents felt mathematics were, the more they reported engaging in a variety of mathematical-related activities with their children. However, the importance they placed on mathematics was not related to their child's actual mathematical performance. In summary, adults seem to value mathematics less than other skills in preparing young children to enter elementary school. © 1998 John Wiley & Sons, Ltd.  相似文献   

19.
ABSTRACT

Millions of children in the United States experience parental incarceration, yet it is unclear how this experience might shape social cognition. We asked children of incarcerated parents (N = 24) and children whose parents were not incarcerated (N = 58) to describe their parents. Both groups of children also rated the extent to which they agree that they feel positive and, separately, negative emotions when thinking about their parent and best friend. This approach allowed us to test between two alternative hypotheses. On the one hand, cultural narratives in the United States convey negative messages about incarcerated people, and these messages could prompt children to report negativity when thinking about their incarcerated parents. On the other hand, children’s positivity toward close others is robust. Thus, when thinking about their incarcerated parents, children may report a great deal of positivity. Consistent with the latter possibility, children were more likely to describe their incarcerated parents using positive rather than negative terms. Moreover, children of incarcerated parents were more likely to agree that thinking about close others made them feel positive emotions than they were to agree that thinking about close others made them feel negative emotions. A similar pattern of results emerged among children whose parents were not incarcerated. These findings demonstrate the robustness of children’s positivity and can inform debates regarding contact between incarcerated parents and their children.  相似文献   

20.
This study investigated whether fear beliefs can be installed in children after parents had received negatively tinted information about a novel stimulus. Parents of children aged 8-13 years (N = 88) were presented with negative, positive, or ambiguous information about an unknown animal and then given a number of open-ended vignettes describing confrontations with the animal with the instruction to tell their children what would happen in these situations. Results indicated that children's fear beliefs were influenced by the information that was provided to the parent. That is, parents who had received negative information provided more threatening narratives about the animal and hence installed higher levels of fear beliefs in their children than parents who had received positive information. In the case of ambiguous information, the transmission of fear was dependent on parents' trait anxiety levels. More precisely, high trait anxious parents told more negative stories about the unknown animal, which produced higher fear levels in children.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号