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1.
The authors investigated the effects of violent portrayals in movie previews on viewers' arousal and anticipated enjoyment of movies based on their arousal-seeking tendencies. A total of 159 college students watched 6 movie previews, each in a violent or nonviolent version, and reported their expectations of enjoying watching the movies. The results show that high arousal seekers reported a higher level of anticipated enjoyment after watching the violent previews than the nonviolent previews. In contrast, low arousal seekers did not expect much difference in their enjoyment between the two versions. In line with the theory of optimal stimulation level, the results indicate that viewers' anticipated enjoyment of movies after watching violent images in previews is moderated by individuals' arousal-seeking tendencies.  相似文献   

2.
This study examined the links between desensitization to violent media stimuli and habitual media violence exposure as a predictor and aggressive cognitions and behavior as outcome variables. Two weeks after completing measures of habitual media violence exposure, trait aggression, trait arousability, and normative beliefs about aggression, undergraduates (N = 303) saw a violent film clip and a sad or a funny comparison clip. Skin conductance level (SCL) was measured continuously, and ratings of anxious and pleasant arousal were obtained after each clip. Following the clips, participants completed a lexical decision task to measure accessibility of aggressive cognitions and a competitive reaction time task to measure aggressive behavior. Habitual media violence exposure correlated negatively with SCL during violent clips and positively with pleasant arousal, response times for aggressive words, and trait aggression, but it was unrelated to anxious arousal and aggressive responding during the reaction time task. In path analyses controlling for trait aggression, normative beliefs, and trait arousability, habitual media violence exposure predicted faster accessibility of aggressive cognitions, partly mediated by higher pleasant arousal. Unprovoked aggression during the reaction time task was predicted by lower anxious arousal. Neither habitual media violence usage nor anxious or pleasant arousal predicted provoked aggression during the laboratory task, and SCL was unrelated to aggressive cognitions and behavior. No relations were found between habitual media violence viewing and arousal in response to the sad and funny film clips, and arousal in response to the sad and funny clips did not predict aggressive cognitions or aggressive behavior on the laboratory task. This suggests that the observed desensitization effects are specific to violent content.  相似文献   

3.
Evidence surrounding the attraction to media violence is mixed and the effects of violent video game play on players varies across experimental participants. Differences in both may be explained by differences in experienced positive or negative arousal. This study utilizes the limited capacity model of motivated mediated message processing (LC4MP) and the motivation activation measure (MAM), which measures resting activation of the appetitive and aversive arousal systems, to explore the relationship between attraction to media violence, arousal, and aggression. In part 1, a questionnaire found that men and frequent players of violent games expected to enjoy violent games more than nonviolent games. In addition, participants whose scores on the MAM characterized them as risk takers (high scores on appetitive arousal and low scores on aversive arousal) indicated a stronger preference for violent games compared to the other three arousal types, which is in line with the LC4MP. In the experimental portion of the research, after playing a violent game, those participants characterized as risk avoidant (high on aversive arousal and low on appetitive arousal) were significantly less aggressive than all other arousal groups. Overall, results show that individual differences in the appetitive and aversive arousal systems can explain attraction to violent media. Furthermore, arousal resulting from violent video game play can be experienced as pleasant or aversive, and it is this experience of arousal that explains variations in aggressive responses to violent video games.  相似文献   

4.
Eighty male subjects were either attacked by a confederate or treated neutrally and then watched a violent movie. Subjects were told beforehand that the fighting in the movie was motivated by either desires for revenge, by professionalism, or by altruism. Other subjects were shown the film without comment. Relative to subjects in all other conditions, subjects who had been attacked and told that the fight was motivated by revenge subsequently (1) gave more intense shocks to the confederate, (2) rated themselves as less restrained in aggressing, and (3) manifested higher levels of blood pressure at the conclusion of the film. The results indicate that the meaning attched to observed violence may affect the aggression elicited by that violence in at least two ways: by lowering inhibitions against aggressing, and by raising arousal levels.  相似文献   

5.
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   

6.
A study assessed the effects of social-comparison cues and filmed violence on aggression toward women. Under the auspices of validating some film clips for use in future research, males viewed either erotic, violent sexual, or violent nonsexual films. A male confederate provided social comparison feedback by indicating (or not indicating) that the film degraded women. Self-reports of sexual arousal, affective responses to the films, perceptions of violence, perceptions of pornography, and perceptions of portrayal of women were measured. In a purportedly unrelated learning experiment, males were given the opportunity to aggress toward a female confederate through electric shock. Intensity and duration of shock were measured. Social comparison information caused reductions in self-reports of sexual arousal, affect, and increased perceptions of violence in the erotic film condition only. Social-comparison information caused males to rate the depiction of women as more negative in both the erotic and violent nonsexual conditions. Regardless of film type, social comparison information caused a reduction in perceived realism of the films. Only film condition affected perceptions of pornography, with greater sexual content judged as more pornographic. Social-comparison information reduced the intensity of shocks delivered. Finally, social-comparison information led to reduced duration of shock in all film conditions; however, this effect appeared to dissipate in the violent sexual condition. Implications are discussed.  相似文献   

7.
In a study by Pollak and Gilligan (1982) where fantasies of violence were seen as indicative of perception of danger, women responded with more violent imagery to situations of achievement, whereas men responded with more violent imagery to affiliation situations. This indicates gender differences in motivational needs, which corresponds to modern gender development theories (e.g., Chodorow, 1978). In the present studies, the hypotheses that women fear achievement situations whereas men fear situations of affiliation were tested on Swedish samples totaling 44 men and 47 women. In Study 1, the hypothesis that violent imagery correlates with affiliation themes in the stories written by men was partly supported, whereas the hypothesis that violent imagery would be highly correlated with achievement themes in the stories written by women was not confirmed. In Study 2, no support was obtained for the hypotheses. In sum, contrary to previous studies, no substantial support was obtained for the hypothesis that women connect violent imagery with achievement situations, whereas some evidence was found for the hypothesis that men construe danger as arising from affiliation situations. The greater incidence of violence in men’s fantasy reported in previous studies was not supported in either of the two studies. The results are discussed in the context of cross-cultural differences.  相似文献   

8.
《Media Psychology》2013,16(3):257-284
Two autobiographical memory studies were conducted to better understand the social experience and memory for watching romantic movies on a date. In both studies, participants were primarily middle-class, White, young adults, who (a) recalled the experience of watching a romantic movie they had seen on a date and (b) were assessed for levels of sex-role traditionality and 4 kinds of dispositional empathy. Participants also reported with whom they watched the movie, who chose it, and the cognitions and emotions experienced during viewing. Finally, a fantasy measure asked participants to choose the types of scenes in which they and their dates might like to "stand in" for a character in the film. Results indicated that women more often than men selected the movie and liked it more, but, despite common stereotypes, men also reported favorable ratings for romantic movies seen on a date. However, both men and women thought that "most men" would not like the movie. On the fantasy measure, women underestimated men's preference for appearing in scenes of romance. For multiple measures, participants fell back on gender stereotyping when estimating what people in general, especially men, would like. Study 2 replicated Study 1 (N = 265) with a sample of 45 dating couples.  相似文献   

9.
Although watching movies is typically enjoyable, they also can elicit discomfort. The present studies investigated what makes some moviegoing experiences emotionally uncomfortable. Using autobiographical memory (Study 1) and scenarios/vignettes methodology (Study 2), young adults remembered watching a movie that had made them uncomfortable or responded to scenarios about watching a particular type of movie with particular co‐viewers (e.g. violent movie with one's spouse). Movies eliciting discomfort were most often dramas (39%) or comedies (26%). Discomfort most often arose from content, particularly fairly explicit sex or violence, and secondarily from the presence of co‐viewers. Often the two interacted, for example, being uncomfortable watching explicit sex with one's parents. In terms of dealing with the discomfort, women were overall more direct and men more avoidant. A sizable minority was glad they had seen the film, in spite of the discomfort, and was open to seeing it again. Arguing from converging evidence, these different methodologies produced consistent results. Copyright © 2010 John Wiley & Sons, Ltd.  相似文献   

10.
The purpose of this study was to examine the effect of film manipulation on men’s and women’s attitudes toward women and film editing. One hundred and seventy-four participants were randomly assigned to one of four groups. Three groups viewed a particular manipulation of the treatment film (i.e., uncut, mosaic-ed, or edited) The Accused, a movie about gang rape that was based on a true story. The fourth group served as a control. As predicted, men reported significantly higher levels of traditionalism and rape myth acceptance-related attitudes at the onset of the study, whereas women reported higher levels of empathic attitudes. Following the study, and as expected, women experienced significantly more attitude change as a result of viewing the treatment film; men’s rape myth-related attitudes nonetheless continued to exceed those of women. Finally, men’s positive attitudes toward favoring editing decreased as sexual violence increased, whereas women’s pro-editing attitudes increased as sexual violence increased. The theoretical implications of the study, as well as the impact of viewing sexual violence in a more reality-based, versus a more entertaining, forum are discussed.  相似文献   

11.
This investigation addressed the relationship between men’s and women’s predilections for film with a love story, suspense, or sex and violence theme and how that predilection related to rape myth acceptance (RMA). Also examined was how men’s and women’s predilections, as they related to RMA, were moderated by exposure to different levels of sexually violent media based on a true story. Finally, the relationship between traditional attitudes and film predilection, as well as the relationship between film predilection and attitudes toward film editing, were investigated. Results indicate that men prefer film with sex and violence significantly more than women do, whereas women prefer love stories significantly more than men do. Those with sex and violence film predilections are more accepting of RMA than those with love story or suspense predilections. Women’s film predilections and their relationship to RMA attitudes are moderated to an extent by exposure to sexually violent media based on a true story, whereas men’s attitudes remain unaffected. Finally, those with sex and violence film predilections are less in favor of film editing than are those with suspense or love story predilections. Theoretical explanations for the findings are discussed and their implications.  相似文献   

12.
暴力电子游戏的短期脱敏效应:两种接触方式比较   总被引:4,自引:0,他引:4  
郭晓丽  江光荣  朱旭 《心理学报》2009,41(3):259-266
比较主、被动接触暴力电子游戏的脱敏效应,以44名男性大学生为被试,利用生物反馈仪测量被试主动参与游戏或被动观看游戏录像前后,及随后观看暴力视频过程中皮电与心率的变化(脱敏效应的生理指标)。结果表明:(1)暴力电子游戏可以产生脱敏效应。接触游戏15分钟后,暴力游戏组观看暴力视频过程中皮电的增加值明显小于非暴力游戏组;(2)游戏的接触方式对于脱敏效应的程度无显著影响,但主动参与组对于游戏内容知觉到更高的愉快与更低的沮丧  相似文献   

13.
This experiment investigated the effects of viewing films on suicide and violence on attitudes toward suicide. Non-suicidal university students were assigned to one of three groups: One group was shown a film about suicide, a second saw a film about violence, and the third saw a neutral film. Perceptions of the appropriateness of suicide and level of emotional arousal were measured by a questionnaire administered before and after the films were shown. Both the suicide and violent film groups showed increases in arousal scores after viewing the films. The results suggest that arousal became linked to cognitions specific to film content as a result of viewing the films dealing with suicide and violence. Other findings suggest that, for the suicide and violent film groups, perceived relations with parents were important predictors of film-induced changes in attitudes toward suicide.  相似文献   

14.
This study investigated the impact of television violence on memory for advertising, taking into account the possible role of viewer hostility arousal in this context. Experimental participants were exposed to advertising placed within a violent or a nonviolent film clip. One advertisement had 2 versions–violent and nonviolent–and was presented with 2 other nonviolent filler advertisements. Participants completed a mood questionnaire before and after being exposed to the television material, tested for memory for the embedded advertising and asked to rate the film clips and the advertisements using a set of evaluative scales. The nonviolent version of the target advertisement was less well remembered when placed in the violent film than in the nonviolent film, supporting Bushman and Bonacci (2002). In contrast, the violent version of the target advertisement was remembered much better than the nonviolent version when placed in the violent film sequence. Participants' hostility scores were higher only after watching the violent film, and associated with an impairment in the memory of the nonviolent advertisements, while enhancing the memory of the violent advertisement, thus providing some support for Bushman's (1998a) hostile-thought hypothesis.  相似文献   

15.
Research on the effects of violence depicted in films shown in movie theatres has been neglected, although there are reasons to believe such presentations may be particularly salient for the viewer. In the present study, adult movie-goers attending commercial showings of a violent or non-violent movie responded to a questionnaire consisting of two scales of the Buss-Durkee aggression inventory, either before or after viewing the film. No sex differences in response were observed. The audience attending the violent film had significantly higher aggression scores than the audience attending the nonviolent film, both before and after viewing. Also, those attending the violent film showed a significant increase in aggression scores, while those at the non-violent film did not. The results demonstrate that audiences who attend violent films have an initially higher level of aggressivity which is heightened after exposure to the violent film. Thus, in order to achieve ecological validity in research on film violence, the characteristics of the audience normally exposed to such films must be taken into consideration. The results also provide support for the hypothesis that attendance at a violent film promotes aggressive tendencies.  相似文献   

16.
Virtually all of the research concerned with media violence has attempted to determine whether the viewing of violence is associated with or causes aggression. Little experimental research has been directed at understanding why persons view media violence. The present research experimentally tested the hypotheses that physical aggression and fantasy aggression would lead to a preference for viewing violence. In Experiment 1, undergraduate men and women were induced to express aggressive, nonaggressive, or no fantasies and were then given an opportunity to select film clips for viewing. The films chosen by men contained more violence than those chosen by women. In addition, aggressive fantasies in males, compared to nonaggressive fantasies, increased the preference for viewing violence. Experiment 2, using only males, replicated the results of the first study and also found that men who were given an opportunity to aggress physically, compared to those who had no such opportunity, were more likely to choose to view films containing violent content. These results provide an additional perspective on the relationship between the observation of violence and the expression of aggression by suggesting that the causal effects are bidirectional: Just as the viewing of violence may increase aggression, so, too, aggressive behavior may increase the preference for viewing violence.  相似文献   

17.
Past research shows that violent video game exposure increases aggressive thoughts, angry feelings, physiological arousal, aggressive behaviors, and decreases helpful behaviors. However, no research has experimentally examined violent video game effects on physiological desensitization, defined as showing less physiological arousal to violence in the real world after exposure to video game violence in the virtual world. This experiment attempts to fill this gap. Participants reported their media habits and then played one of eight violent or nonviolent video games for 20 min. Next, participants watched a 10-min videotape containing scenes of real-life violence while heart rate (HR) and galvanic skin response (GSR) were monitored. Participants who previously played a violent video game had lower HR and GSR while viewing filmed real violence, demonstrating a physiological desensitization to violence. Results are interpreted using an expanded version of the General Aggression Model. Links between desensitization, antisocial, and prosocial behavior are discussed.  相似文献   

18.
Earlier published studies have indicated that exposure to filmed violence against women leads to decreased perceptions of violence, systematic reductions in emotional reactions, reduction in self-reported physiological arousal to the violence in the films, and a tendency for subjects exposed to the violence to judge a victim of a sexual assault presented in a more realistic context more harshly. The present study was designed to measure physiological desensitizatian (heart rate) and to investigate the relationships between this measure and other cognitive, affective, and attitudinal components of the desensitization process. Subjects were either exposed to a two-hour videotape portraying violence against women or to exciting, nonviolent material (i.e., auto races, nonviolent sex). Following this, all subjects were exposed to two brief clips of violence perpetrated by a man against a women. During these clips, all subjects’ heart rates were monitored. Afterwards mood reactions and perceptions of the perpetrators and victims depicted in the dependent measure clips were measured. The results indicated that heart rates for subjects exposed to the violent videotape were lower during the final 90 seconds of each violent dependent measure film clip than controls. Although the violence-viewing subjects experienced no change in moods, control subjects experienced significant increases in hostility, anxiety, and depression during the dependent measure clips. Subjects in the violence-viewing condition attributed less injury to the victims but greater responsibility to the perpetrators in the dependent measure clips, compared to control subjects. There was no apparent relationship between physiological desensitization and later victim/perpetrator judgments.  相似文献   

19.
University men participating in an ostensible study of “impression formation” first received either an insulting or neutral evaluation of themselves from their supposed partner and then watched either a prize fight or an exciting but nonaggressive scene. After this, they either had an opportunity to evaluate their partner right away or they had to wait an hour before evaluating him. On scoring the subjects' written statements about the partner (to be seen by him and the experimenter), it was found that (1) for those given the immediate opportunity to be aggressive, the violent movie increased the strength of the angered subjects' initial attack on their partner over that displayed by the similarly insulted men shown the nonaggressive film; (2) if the angry subjects had to wait an hour before evaluating their partner, there was no difference between the aggressive and nonaggressive movie groups; (3) the aggression-heightening effect of the violent scene did carry over the intervening hour, however, if the insulted men had been given the earlier opportunity to evaluate their partner. It is suggested that the performance of an aggressive response soon after seeing an aggressive film increases the persistence of the aggressive reactions over time.  相似文献   

20.
Participants viewed either a violent, arousing film or a non-violent, control version of the same film. After viewing the film, they made three successive attempts to recall details of the event. Participants who were exposed to the negative emotional event were better than control participants at recalling details of the event itself, but they were worse at recalling details that preceded or followed the violence. Both groups of participants recalled significantly more information over successive recall attempts, suggesting that memory impairment due to arousal can be alleviated by repeated testing. Repeated testing was also associated with a small but reliable increase in memory intrusions. The implications of these findings for research on hypermnesia and on the relationship between arousal and memory are discussed. © 1998 John Wiley & Sons, Ltd.  相似文献   

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