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攻击性网络游戏对个体内隐攻击性的影响 总被引:14,自引:0,他引:14
本研究考察了攻击性网络内容对个体内隐攻击性的影响,结果发现,攻击性网络内容可以提高网络游戏接触者的内隐攻击性,同时被试的性别影响了攻击性网络内容的影响程度。 相似文献
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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
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本研究采用内隐联想测验(IAT)对网络行为失范大学生的内隐攻击性、内隐自尊进行了实验研究,并与外显问卷调查结果作了对照.研究发现:相对于文明组而言,网络行为失范者不论在外显或内隐层面都体现出较高的攻击性与较低的自尊水平. 相似文献
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IAT测验对攻击性内隐社会认知的应用研究 总被引:6,自引:2,他引:4
采用内隐联想测验(IAT)对攻击性内隐社会认知进行了研究。结果显示:1.IAT测验中,攻击性信息和积极性词汇之间的平均反应时小于其和消极性词汇之间的平均反应时,且差异显著;2.攻击性IAT测验与攻击性自陈式量表所测结果之间无显著性相关;3.攻击性IAT测验中,男女被试之间无显著性差异。研究表明IAT测验可以应用于攻击性内隐社会认知的研究。 相似文献
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通过向被试呈现代表积极情景线索的材料(一段含有互助、和谐信息的公益短片),运用内隐联想测验(IAT)范式,从内隐社会认知的角度来研究积极情境线索对个体内隐攻击性的影响,并分析这种影响是否具有性别差异。结果表明:未观看积极情景线索材料的被试表现出显著的内隐攻击性,而观看积极情景线索材料的被试的内隐攻击性不显著;积极情景线索的主效应显著,且这一效应不存在性别差异。这说明,积极情景线索能有效抑制个体的内隐攻击性,并支持自我攻击信念IAT是测量个体内隐攻击性的有效工具。 相似文献
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内隐社会认知视野中的攻击性 总被引:5,自引:0,他引:5
本文从内隐社会认知的角度对人类的攻击性进行了探讨,认为人类的攻击性更具内隐性,对人们的影响是以一种自动化的方式进行的,而且认为欲求对攻击性进行量化研究最佳方式是间接测量。本文还对研究攻击性的内隐社会认知方法进行了简单介绍,并指出了从内隐社会认知角度研究攻击性的重要意义。 相似文献
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关于服刑人员的内隐攻击性研究 总被引:2,自引:1,他引:1
本研究采用IAT测验探讨服刑人员外显和内隐攻击性。研究发现:服刑人员存在着内隐攻击性,且无性别差异;回归分析表明,在控制外显攻击性后,IAT测量的内隐攻击性与服刑人员刑期相关显著。研究并对内隐攻击性和外显攻击性作为独立心理结构的可能理论基础及其相应神经机制作了探讨。 相似文献
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We examined the causal relationship between playing violent video games and increases in aggressiveness by using implicit measures of aggressiveness, which have become important for accurately predicting impulsive behavioral tendencies. Ninety‐six adults were randomly assigned to play one of three versions of a computer game that differed only with regard to game content (violent, peaceful, or abstract game), or to work on a reading task. In the games the environmental context, mouse gestures, and physiological arousal—as indicated by heart rate and skin conductance—were kept constant. In the violent game soldiers had to be shot, in the peaceful game sunflowers had to be watered, and the abstract game simply required clicking colored triangles. Five minutes of play did not alter trait aggressiveness, yet an Implicit Association Test detected a change in implicit aggressive self‐concept. Playing a violent game produced a significant increase in implicit aggressive self‐concept relative to playing a peaceful game. The well‐controlled study closes a gap in the research on the causality of the link between violence exposure in computer games and aggressiveness with specific regard to implicit measures. We discuss the significance of importing recent social–cognitive theory into aggression research and stress the need for further development of aggression‐related implicit measures. Aggr. Behav. 36:1–13, 2010. © 2009 Wiley‐Liss, Inc. 相似文献
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网游成瘾与海洛因成瘾具有许多相似的临床表现,但其神经机制是否相同还不得而知。综合近5年来的MRI研究发现,两类成瘾存在部分相同区域的脑结构和功能损害,且在成瘾线索诱发下二者的4个成瘾相关环路(认知控制环路、奖赏环路、动机环路和记忆-学习环路)均出现了广泛而增强的脑区激活反应。但海洛因成瘾的脑损害区域偏向更高级的认知控制环路和奖赏环路,损害范围也更广(4个环路的功能连通性均降低),而网游成瘾的脑损害主要发生在相对低级的记忆-学习环路和动机环路,损害范围也较窄(功能连通性降低只发生在认知控制和记忆-学习环路之间)。这些结果说明,两类成瘾行为的神经机制既有相同点,又有差异性。 相似文献
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This study examines whether social activities with parents, online and offline social self-efficacy, and attitudes toward gaming are associated with the degree of game addiction among adolescents. Using data from a survey of 600 middle- and high-school students in South Korea, we tested the relationships of personal characteristics (grade point average and time spent on gaming each day), social self-efficacy (both on- and offline), general social activities (with parents, friends, and teachers), gaming activities with parents, and attitudes toward gaming (those of self, parents, friends, and teachers) with the degree of game addiction. In addition, we conducted ANOVA tests to determine the differences among three groups: non-addicts (NA), possible (mild or moderate) addicts (PA), and Internet addicts (IA). The results show that social self-efficacy in the real world (offline) was negatively related with the degree of game addiction, whereas social self-efficacy in the virtual world (online) indicated a positive association. Social activities with parents are negatively associated with game addiction, although no relationship is found between gaming activities with parents and game addiction. Parental attitude toward gaming has a negative relationship with the addiction. Results and implications are discussed. 相似文献
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We present a core‐concept model (CCM) suggesting that stimulus centrality is an important factor in category representations in implicit measures. We tested the hypothesis that idiographic stimuli (first name, birthday) are more central and therefore assess self‐concept in Implicit Association Tests (IATs) more validly than generic and nonspecific stimuli (me, you). Superior validity of the idiographic variant emerged across three different domains of self‐concept. First, an idiographic self‐esteem IAT displayed higher correlations than a generic IAT with self‐assessments and observer‐assessments of self‐esteem. Second, an idiographic body scheme‐IAT predicted subjective ratings of body image and objective body‐mass index. Third, an idiographic aggressiveness‐IAT had higher incremental validity for unprovoked aggression when interacting with explicit measures of aggressiveness. We conclude that idiographic stimuli focus participants' attention on the core features of the self, hence, tapping into self‐related associations to a stronger degree than generic stimuli. Copyright © 2011 John Wiley & Sons, Ltd. 相似文献
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Video game characters are icons in youth popular culture, but research on their role in gender socialization is rare. A content analysis of images of video game characters from top-selling American gaming magazines showed male characters (83%) are more likely than female characters (62%) to be portrayed as aggressive. Female characters are more likely than male characters to be portrayed as sexualized (60% versus 1%), scantily clad (39% versus 8%) and as showing a mix of sex and aggression (39 versus 1%). A survey of teens confirmed that stereotypes of male characters as aggressive and female characters as sexually objectified physical specimens are held even by non-gamers. Studies are discussed in terms of the role media plays in socializing sexism. 相似文献