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1.
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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2.
Ajzen's (1985) theory of planned behavior explaining and predicting goal-directed behavior is extended by an emotional component. The extended theory of planned behavior is tested experimentally. N = 64 subjects play with two video games (a speed- and a problem-oriented game) under an achievement-motivational orientation. One half of the subjects plays both games in an easy version, the other half in a difficult version. The verbal emotional reactions to playing video games are grouped factor-analytically into an "activity emotion" and a "security emotion". Subjects playing video games in the difficult condition feel significantly more insecure, and perceive their behavioral control as significantly lower than subjects playing in the easy condition. Tests of the extended theory of planned behavior lead to significant squared multiple correlations for the dependent variables within the range of R2 = .20 to .58. The activity emotion accounts predominantly for a significant part of the variance of the attitude and the security emotion accounts for a significant part of the variance of the perceived behavioral control. No predictive power was found for the intention to play the games successfully.  相似文献   

3.
There is burgeoning interest in the study of video games. Existing work is limited by the use of correlational designs and is thus unable to make causal inferences or remove self-selection biases from observed results. The recent development of online, socially integrated video games (massively multiplayer online role-playing games [MMORPGs]) has created a new experience for gamers. This randomized, longitudinal study examined the effects of being assigned to play different video game types on game usage, health, well-being, sleep, socializing, and academics. One hundred 18- to 20-year-old participants (73% male; 68% Caucasian) were randomly assigned to play arcade, console, solo computer, or MMORPG games for 1 month. The MMORPG group differed significantly from other groups after 1 month, reporting more hours spent playing, worse health, worse sleep quality, and greater interference in "real-life" socializing and academic work. In contrast, this group also reported greater enjoyment in playing, greater interest in continuing to play, and greater acquisition of new friendships. MMORPGs represent a different gaming experience with different consequences than other types of video games and appear to pose both unique risks and benefits from their use.  相似文献   

4.
As computer technology continues to pervade every facet of life, the study of video game playing becomes more relevant. Studies show that sex differences continue to exist between men and women, boys and girls, in video game experience, favoring males. Few studies show any overlap in preferences between young men and women in their video gaming choices. The current study surveyed over 2,000 college undergraduates for video game experience, preferences, and self-efficacy. Although it was found that men play video games more often, have had more experience, and feel more confident in their game playing ability, a moderate female gaming population was found to exist, who also play video games regularly. Almost as many similarities as differences were found between men and women in their gaming preferences. Suggestions and implications for the video game industry are discussed.  相似文献   

5.
《Media Psychology》2013,16(3):239-250
This study investigated the effects of violent video game play and trait hostility on attentional bias toward negatively valenced words. Following video game play, participants completed an emotional Stroop task. Results indicated greater Stroop interference for participants high in trait hostility and for participants playing violent video games. Implications of these findings are discussed with respect to current models of aggressive behavior.  相似文献   

6.
Previous investigations of mainstream video games have documented a high prevalence of risk-promoting content, as well as a positive relation between video game play and participation in risk-taking behaviors such as reckless driving, substance use, and delinquency. In this study, we extend this work by investigating the role of video game genre and masculinity ideology within this relation. A sample of 273 undergraduate men from a large Midwestern university completed online surveys of their video game exposure, masculinity ideology, and participation in a range of high-risk behaviors. Results indicate that playing sports video games is associated with greater alcohol use, drug use, and delinquent behaviors, but action games are only associated with greater delinquency. In contrast, playing online video games was negatively associated with alcohol and drug use. Furthermore, the relation between sports video games and participation in risky behaviors was fully mediated by participants’ adherence to masculinity ideology. These results reveal that the relations between video game play and risk outcomes were strongest for sports video games, and in some cases, were mediated by masculinity ideology.  相似文献   

7.
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   

8.
ABSTRACT This study investigates whether individual difference influences idiosyncratic experience of game playing. In particular, we examine the relationship between the game player's physical-aggressive personality and the aggressiveness of the player's game playing in violence-oriented video games. Screen video stream of 40 individual participants' game playing was captured and content analyzed. Participants' physical aggression was measured before the game play. The results suggest that people with more physical-aggressive personality engage in a more aggressive style of playing, after controlling the differences of gender and previous gaming experience. Implications of these findings and direction for future studies are discussed.  相似文献   

9.
Playing prosocial video games increases empathy and decreases schadenfreude   总被引:1,自引:0,他引:1  
Past research provided abundant evidence that exposure to violent video games increases aggressive tendencies and decreases prosocial tendencies. In contrast, research on the effects of exposure to prosocial video games has been relatively sparse. The present research found support for the hypothesis that exposure to prosocial video games is positively related to prosocial affect and negatively related to antisocial affect. More specifically, two studies revealed that playing a prosocial (relative to a neutral) video game increased interpersonal empathy and decreased reported pleasure at another's misfortune (i.e., schadenfreude). These results lend further credence to the predictive validity of the General Learning Model (Buckley & Anderson, 2006) for the effects of media exposure on social tendencies.  相似文献   

10.
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   

11.
The numerous negative and positive consequences of playing violent video games are well-documented. Specifically, violent games improve many aspects of cognition and attention but can also increase aggression. Compared to these established effects of exposure to violent video games, very little is known about who plays violent video games and why they play them. Taking an evolutionary psychological approach to address this gap, in two studies we surveyed 1000 men and women who reported playing video games in the past 30 days. We assessed three classes of predictors of violent video game exposure: demographic, status-related, and mating-related. In both studies, women who played the most violent video games reported feeling a greater sense of mate value than women who played fewer violent video games. Women also reported being motivated to play violent video games because doing so enhanced their sense of attractiveness to romantic partners. In both studies, men reported playing more violent video games than women as did both men and women who reported higher sexual interest. These findings highlight the counterintuitive and complex motivations underlying violent video game exposure. We discuss the need for more research on who plays violent video games and why they play them.  相似文献   

12.
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   

13.
This article explores the effect of gender and contextual features on emotional reactions, identification toward game characters, and game enjoyment. Two aspects of contextual features are specifically examined: the moral justification of game characters and violence. An experiment was conducted by allowing participants to play either a morally justified character of a non-violent game, a morally justified character of a violent game, or a morally unjustified character of a violent game. The results show that participants felt less guilty and identified with the characters more when playing the morally justified characters of the non-violent game. Furthermore, males and females demonstrate different patterns of enjoyment to different contextual features of video games. The implications of these findings and directions for future research are discussed.  相似文献   

14.
Deep engagement in video game-playing has the potential to be to be one important determinant of the impact of playing violent video games, but there are currently no reliable measures of this subjective experience. To fill this gap, the Game Engagement Questionnaire (GEQ) was developed using both classical and Rasch analyses. In Study 1 Rasch analyses provide support for the reliability and functionality of the GEQ scores. Rasch analyses also demonstrate that the GEQ has adequate separation, fit, rating scale functioning, and dimensionality, suggesting that one’s tendency to become engaged in video game-playing is a quantifiable construct. In Study 2, behavioral and questionnaire data supported the reliability and validity of the GEQ for predicting engagement in violent video games. The GEQ provides a psychometrically strong measure of levels of engagement specifically elicited while playing video games, and thus shows promise for future research examining risk and protective factors for negative game impact.  相似文献   

15.
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   

16.
Objectives: To measure the effects of game outcome on pleasant and unpleasant emotions and stress during elite-level competition.Design: Quasi-experimental repeated pre- and post-game measurement in a field setting.Methods: Participants were 16 members of the Japanese women’s field hockey team playing a world cup preliminary qualifying tournament in Trinidad. Players completed the Tension and Effort Stress Inventory (TESI), a measure of emotion and stress, at the seven games of the tournament (five wins, two losses).Results: The pattern of emotions after game 1 (a loss) were in sharp contrast to the results from the other six games (five wins, one loss). When compared to other games, significant increases in anxiety, humiliation and excitement pre- to post-game 1 were found, as were significantly higher scores in sullenness and lower scores in relaxation post-game 1. No significant decreases in external tension stress and somatic tension and effort stress pre- to post-game 1 were found. For the other games, athletes were significantly more relaxed and excited after games, increasing with each game in the tournament. Also, the unpleasant emotion and stress results, associated with game 1, significantly diminished as the team progressed to the tournament final. There was no evidence for a simple win/loss difference on post-game emotions and stress.Conclusions: The relationship between game outcome and emotional response is not straightforward. Other factors, such as cognition, may also play a role.  相似文献   

17.
70 undergraduate students, without any prior experience of video games playing, were given a pretest and a posttest on the Space Relations Test of the DAT, Forms A and B being, respectively, administered on the two occasions. The experimental group of 38 had eight sessions of playing the Zaxxon video game, each session including five plays. The control group of 32 received no such treatment. A 2 (sex) by 2 (group) analysis of covariance, using pretest scores as the covariate, yielded a significant effect for group which supports the hypothesis that spatial visualization test scores can be improved by video game playing. Moreover, the sex-related difference in visual-spatial skills frequently reported does not appear on the pretest. Finally, no effect for sex and no interaction of group X sex were found, indicating that both male and female subjects gained equally from playing Zaxxon.  相似文献   

18.
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   

19.
Despite the enormous revenues generated by the video game industry in recent years, relatively little research has been undertaken into consumer preferences and the determinants of video game consumption. This study addresses this deficiency through the analysis of data from a popular online video game that includes historic behavioural information for 1,408 consumers participating in 728,811 unique rounds of gameplay. We analyse these data with the goal of estimating determinants of the aggregate amount of time that a consumer spends playing the game. Through the estimation of duration models, we show that less experienced consumers are less likely to continue playing the game at any given point, possibly due to having achieved mastery and becoming bored. However, we also find that consumers tend to play the game for longer periods when using a wider range of character roles and vehicles, implying that a consumer's interest can be maintained through exposure to greater variety. Our results represent the first such evidence on in‐game consumer preferences, which has important implications for video game consumption through optimisation of gameplay experiences to satisfy these preferences.  相似文献   

20.
Across two studies we show that engaging in violent video game play diminishes perceptions of our own human qualities. In addition, when other players are the targets of this violence it reduces our perceptions of their humanity also. In Study 1, we demonstrate that playing Mortal Kombat against another player reduces the perceived humanity of the self as well as the humanity of one's opponent (compared to playing a non-violent game). In Study 2 we replicate this effect on perceived humanity of the self when playing a violent game with a co-player. However, we find no dehumanization of co-players who are not the targets of violence. We demonstrate these effects cannot be reduced to mood, self-esteem, gender, or other characteristics of the game such as excitement and enjoyment. The findings provide a broader perspective from which to view previous work on the adverse effects of violent video games.  相似文献   

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