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ABSTRACT

Past research has provided abundant evidence that playing violent video games increases aggressive tendencies. In contrast, evidence on possible positive effects of video game exposure on prosocial tendencies has been relatively sparse. The present research tested and found support for the hypothesis that exposure to prosocial video games increases the accessibility of prosocial thoughts. These results provide support to the predictive validity of the General Learning Model (Buckley & Anderson, 2006 Buckley, K. E. and Anderson, C. A. 2006. “A theoretical model of the effects and consequences of playing video games”. In Playing video games: Motives, responses, and consequences, Edited by: Vorderer, P. and Bryant, J. 363378. Mahwah, NJ: Lawrence Erlbaum Associates.  [Google Scholar]) for the effects of exposure to prosocial media on social tendencies. Thus, depending on the content of the video game, playing video games can harm but may also benefit social relations.  相似文献   

3.
The widely used paradigm developed by Katz and Braly (1933) for the assessment of "stereotypes" has been criticized because of the ambiguity of the subject's task. In the present study, 2 alternate sets of instructions were used, attempting to make the subject's task more clearcut. Traits attributed to each of 5 ethnic groups were virtually identical to those given under the instructional format usually utilized in such studies. When subjects were asked to list the trait-attributions most commonly made by "others" in our society to each of the ethnic groups, responses concerning Negroes were considerably different from subjects' own attributions to Negroes. This own-others difference was not evident for the other 4 ethnic groups rated. Racial attitude was significantly related to attribution for 5 of the 17 traits attributed to blacks by over 10% of the subjects, when subjects were giving their own views. The degree to which a subject's attributions to Negroes agreed with those of the sample as a whole was not related to his racial attitude. However, the degree to which a subject's attributions to Negroes agreed with those seen as most commonly attributed by "others" in our society was positively related to racial prejudice. The implications of these findings for common conceptualizations of stereotype are discussed.  相似文献   

4.
The conventional wisdom is that racial prejudice remains largely stable through adulthood. However, very little is known about the development of contemporary racial attitudes like symbolic racism. The growing crystallization of symbolic racism through the lifespan is tested using two data sets that measure the stability, consistency, and predictive validity of symbolic racism in samples ranging in age from young adults to the elderly. The results provide evidence that the crystallization of symbolic racism generally takes on a curvilinear trajectory across the lifespan, showing that it is already largely crystallized by voting age, that it continues to crystallize still further through adulthood and that it begins to decline in coherence in late adulthood. The results generally provide evidence confirming early speculations of symbolic racism theorists concerning the crystallization of symbolic racism across the lifespan and are discussed in terms of different theoretical perspectives on the relationship between aging and attitudes more generally.  相似文献   

5.
This study explored the mediating role of stereotypes and evaluations in the relationships between intergroup conflict, social contact, and behavioral intentions to engage in intergroup contact. The hypotheses, derived from realistic group conflict theory and intergroup contact theory, were tested on samples of Arab and Jewish high school students in the context of an ethno‐racial intergroup conflict. As hypothesized, the less participants perceived a conflict between the groups, and the greater their past contact with out‐group members, the more they were willing to engage in intergroup contact. Moreover, stereotypes and evaluations mediated these effects in the Jewish sample. The implications of these findings for the study of the mechanisms underlying prejudice are discussed.  相似文献   

6.
This study extends the research on racial prejudice by combining previously identified predictors into 1 study to determine their relative importance in contributing to racial prejudice. Results revealed that White racial identity significantly predicted racial prejudice when demographic variables were controlled. Implications of reducing racial prejudice of White American counseling students are discussed. Este estudio extiende la investigación sobre el prejuicio racial combinando pronosticadores previamente identificados en 1 estudio para determinar su importancia relativa a contribuir al prejuicio racial. Los resultados revelaron que la identidad racial Blanca apreciablemente predijo el prejuicio racial cuando los variables demográficas son controladas. Las implicaciones para reducir el prejuicio racial de estudiantes Americano Blanco que aconsejan es discutido.  相似文献   

7.
The content of games is an understudied area in social scientific research about video games. The purpose of the present study is to contribute to the understanding of the portrayal of gender and race in games. Previous research on game content has revealed that stereotypical masculine characters dominate video games and that those characters are generally White. Nowadays, quite a few video games have women in leading parts; Tomb Raider’s Lara Croft is the prototypical example. In our study we investigated the so-called ‘Lara phenomenon,’ that is, the appearance of a competent female character in a dominant position. We also studied the portrayal of men and the race of both male and female characters. We did a content analysis on the introductory films of 12 contemporary video games. Our results show that female characters appeared as often in leading parts as male characters did. They were portrayed with a sexualized emphasis on female features. Most game characters belonged to the dominant White race, the heroes exclusively so.  相似文献   

8.
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   

9.
In this study, we examined the association between racial colorblindness and inaction to address prejudice. Conceptualized as a type of legitimizing ideology that maintains societal inequality, we hypothesized that colorblindness would be associated with less confidence in and lower likelihood of engaging in action to address prejudice. Our study examined the role of affective variables in explaining the link between colorblindness and inaction, as well as explored potential racial group differences. We used multigroup structural equation modeling analysis to test for measurement and structural invariance of our hypothesized model across White, Asian American, and Underrepresented racial minority (i.e., African American, Latinx American, Hawaiian/Pacific Islander, Native American, and Multiracial students from Underrepresented groups) college students. In Study 1 (= 1,125), we found that greater colorblindness was indirectly associated with less confidence in action through affective variables (e.g., intergroup empathy, and positive and negative emotions during intergroup interactions). In Study 2 (= 1,356), we found that greater colorblindness was indirectly related to less likelihood of action through intergroup empathy. In both studies, we demonstrated measurement and structural invariance across racial groups, indicating that our hypothesized model functioned similarly across White, Underrepresented, and Asian American students. Our findings have implications for future research and practice to challenge colorblindness and to promote engagement in actions to reduce prejudice.  相似文献   

10.
How do cognition and affect interact to produce action? Research in intergroup psychology illuminates this question by investigating the relationship between stereotypes and prejudices about social groups. Yet it is now clear that many social attitudes are implicit (roughly, nonconscious or involuntary). This raises the question: how does the distinction between cognition and affect apply to implicit mental states? An influential view—roughly analogous to a Humean theory of action—is that “implicit stereotypes” and “implicit prejudices” constitute two separate constructs, reflecting different mental processes and neural systems. On this basis, some have also argued that interventions to reduce discrimination should combat implicit stereotypes and prejudices separately. We propose an alternative (anti‐Humean) framework. We argue that all putative implicit stereotypes are affect‐laden and all putative implicit prejudices are “semantic,” that is, they stand in co‐activating associations with concepts and beliefs. Implicit biases, therefore, consist in “clusters” of semantic‐affective associations, which differ in degree, rather than kind. This framework captures the psychological structure of implicit bias, promises to improve the power of indirect measures to predict behavior, and points toward the design of more effective interventions to combat discrimination.  相似文献   

11.
Morality is serious yet it needs to be reconciled with the free play of alternatives that characterizes rational and ethical agency. Beginning with a sketch of the seriousness of morality modeled as a constraint, this paper introduces a technical conception of play as degrees of freedom. We consider two ways to apply game theory to ethics, rationalist and evolutionary game theory, contrasting the way they model moral constraint. Freedom in the rationalist account is problematic, subverting willful commitment. In the evolutionary account, freedom is also problematic, leading to an infinity of possible social norms with dubious normative force. While these two approaches complement each other, we argue that the evolutionary approach is superior on both theoretical and practical grounds.Thanks to Fabio Paglieri, Rana Ahmad, and Patrick Lewis for comments on a draft, to the NERD team for contributions to the research in section 3.2, and to the anonymous referees for their excellent suggestions. This research is funded by SSHRC and Genome Canada/BC.  相似文献   

12.
The aim of the study is to examine whether the playing of driving games and the viewing of music videos during adolescence predict crash involvement in emerging adulthood. A prospective cohort study (N = 471) with a five-year interval was used to measure adolescents' gender, media use, personality characteristics (baseline measurement), and crash involvement (follow-up). At baseline measurement (2006), respondents were 17 or 18 years old and did not yet have their driver's license. Data were analyzed by means of logistic regression analyses and the calculation of attributable risks. Respondents who watched music videos at least several times a week (OR = 4.319) or respondents who played drive'em up games at least a few times a month (OR = 3.125) had a heightened chance of being involved in a car crash five years later, even after controlling for their total media exposure, gender, and personality characteristics. Implications for prevention are discussed.  相似文献   

13.
This research tested contrasting predictions about activation and use of racial stereotypes in personnel decisions. Devine's (1989) theory' holds that stereotyped inferences should be apparent when decisions are time constrained and judges have little opportunity to suppress automatically activated stereotypes. Gilbert & Hixon's (1991) busy-ness model implies that stereotypes are unlikely to be activated and to influence the decisions of judges unless these decisions are not time-constrained. Participants were allowed 90 s or 180 s to evaluate Black and White candidates for football managerial positions requiring aggressiveness (linebacker coach) or cognitive prowess (general manager). Only when decisions were not time constrained did participants show stereotyped judgments by favoring Whites for the general manager's position and overranking Blacks for linebacker coach. This pattern was consistent with Gilbert & Hixon's busy-ness model and contrary to Devine's theory of automatically activated stereotypes.  相似文献   

14.
This study examined the impact of multicultural training on multicultural counseling competencies and implicit racial prejudice. Results of a multilevel modeling analysis showed that only the multicultural counseling course was related to a decrease in implicit racial prejudice and an increase in cultural self‐awareness. Implications for multicultural training are discussed. Este estudio examinó el impacto de la formación multicultural en las competencias en consejería multicultural y el prejuicio racial implícito. Los resultados de un análisis de modelo a varios niveles mostraron que solo el curso en consejería multicultural estaba implicado en un descenso del prejuicio racial implícito y un aumento de la autoconciencia cultural. Se discuten las implicaciones para la formación multicultural.  相似文献   

15.
During the days of American slavery, many whites held stereotypes of blacks as inferior, unevolved, and apelike. The present study was designed to see whether such stereotypes persist in contemporary American society. A random-digit telephone survey was conducted of 1,490 Connecticut residents, resulting in completed interviews with 686 respondents. Our findings suggest that negative stereotypes concerning the physical and mental endowments of blacks are more common than previously estimated. Most respondents endorsed at least one stereotypical difference in inborn ability (e.g., whites have greater abstract thinking abiliry than blacks), and nearly half endorsed at least one stereotypical difference in anatomy (e.g., blacks have thicker skulls than whites). Logistic regression analyses indicated that the best predictor of stereotyping was education level. Respondents without a high school degree were roughly twice as likely to endorse racial stereotypes as were respondents with a graduate degree. The consequences of racial stereotyping are discussed.  相似文献   

16.
In this study, relationships among stereotype expectations, gender, and academic self-concept and performance of African American students in predominantly White and predominantly Black college contexts were examined. Stereotype expectations are students' perceptions of biased treatment and evaluation within their major classroom settings (SE). Findings indicated that students' majors were related to stereotype expectations, as well as to their academic competence. Our results also provide evidence of gender and institutional interactions in the relationships between stereotype expectations and academic outcomes. Results are discussed in terms of the need to examine issues of race and gender in the academic experiences of African Americans, as well as how their specific school and classroom contexts may influence their experiences.  相似文献   

17.
The Motivational Pull of Video Games: A Self-Determination Theory Approach   总被引:1,自引:0,他引:1  
Four studies apply self-determination theory (SDT; Ryan & Deci, 2000) in investigating motivation for computer game play, and the effects of game play on well-being. Studies 1–3 examine individuals playing 1, 2 and 4 games, respectively and show that perceived in-game autonomy and competence are associated with game enjoyment, preferences, and changes in well-being pre- to post-play. Competence and autonomy perceptions are also related to the intuitive nature of game controls, and the sense of presence or immersion in participants’ game play experiences. Study 4 surveys an on-line community with experience in multi-player games. Results show that SDT’s theorized needs for autonomy, competence, and relatedness independently predict enjoyment and future game play. The SDT model is also compared with Yee’s (2005) motivation taxonomy of game play motivations. Results are discussed in terms of the relatively unexplored landscape of human motivation within virtual worlds.  相似文献   

18.
老龄化已成为世界性问题, 数字化技术的发展以及视频游戏的迅速普及, 使视频游戏对老年人的影响也逐渐为研究者所关注。游戏中认知功能的训练能有效延缓认知老化; 游戏中体验到的积极情绪以及与其他玩家的互动可以提高心理健康水平; 网络视频游戏还能增加老年人的社会交往, 扩大社交网络, 增强社会功能; 此外, 互动视频游戏还能使老年人进行更多的身体锻炼。未来研究应进一步探讨视频游戏对成功老龄化更全面的影响, 老年玩家在视频游戏中的性别差异, 如何在中国文化背景下理解视频游戏带来的积极影响以及进行应用研究, 针对老年人的实际需要为游戏开发提供建议。  相似文献   

19.
This study examined the effect of playing an aggressive or nonaggressive video game on fifth-graders' free play. Twenty-two pairs of boys and 20 pairs of girls were randomly assigned to one of three conditions. One of the children in each pair played a video game rated by peers as aggressive, a video game with little aggression, or a non-video maze-solving game for 8 minutes. The other child watched. Each child was then left individually to engage in free play in a separate room for 8 minutes, and also given the opportunity to deliver rewards and punishments to another child. The results were similar for both players and observers. Girls evidenced significantly more general activity and aggressive free play after playing the aggressive video game. Girls' activity decreased and their quiet play slightly increased after playing the low aggressive game compared to the control group. Neither video game had any significant effect on boys' free play. Neither girls nor boys gave significantly more punishments or rewards after playing any of the games.  相似文献   

20.
The research examines the effect of priming negative stereotypic and positive counter-stereotypic portrayals of African Americans (Study 1) and women (Study 2) on interpretations of actual media events. A counter-stereotypic portrayal of an African American male led participants to subsequently make more external or situational attributions of responsibility to other African American males involved in unrelated media events (i.e., Rodney King and Magic Johnson), whereas stereotypic portrayals led to more internal or personal attributions. Similarly, a counter-stereotypic portrayal of a female tended to increase the perceived credibility of females involved in unrelated media events (i.e., the Anita Hill/Clarence Thomas hearings and the William Kennedy Smith/Patricia Bowman rape trial) whereas stereotypic portrayals decreased their perceived credibility. Study 2 also revealed an ingroup-outgroup bias in the interpretation of media events, with females tending to be more sympathetic toward other females. Implications of these findings are discussed and suggestions made for future research.  相似文献   

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