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1.
Debate remains regarding the interaction between predictor variables for aggression, including family environment, media violence, and personality. The current study examined the contributions of gender and personality, exposure to physical abuse and violence in the family, and exposure to media violence in both television and in video games on violent criminal activity. Data from young adults (n = 355) indicated that personality characteristics and direct physical abuse significantly predicted violent crime. Exposure to television and video game violence were not significant predictors of violent crime. These results elucidate the complex interplay between multiple factors related to the etiology of violent crime. These results also call into question the belief that media violence is involved in the etiology of violent crime.  相似文献   

2.
Recent assertions have been made that viewing violent material on film and video may influence children and adolescents who commit violent acts. It has also been proposed that heavy exposure to television violence in childhood is associated with violent crime as an adult, although others have emphasized that experiencing “real” violence as a child has a much greater effect on aggressive predispositions. Ways in which screen violence can effect behavior includes: imitation of violent roles and acts of aggression, triggering aggressive impulses in predisposed individuals, desensitizing feelings of sympathy towards victims, creating an indifference to the use of violence, and creating a frame of mind that sees violent acts as a socially acceptable response to stress and frustration. It is argued that young offenders may like violent videos because of their aggressive background and behavioral tendencies. Whether such tastes reinforce violent behavior and increase the frequency of aggressive acts and antisocial behavior is open to question. This question needs an urgent answer given the availability of violent video film either to be viewed in the home environment appropriately (i.e., the whole film in real time) or inappropriately (i.e., from one violent scene to the next viewed in slow motion and freeze-frame).  相似文献   

3.
The purpose of this study was to assess the effects of exposure to rap music on the attitudes and perceptions of young African-American males. Subjects u were exposed to violent rap music videos, nonviolent rap music videos, or no music videos (controls). They read two vignettes, involving: (a) a violent act perpetrated against a man and a woman, and (b) a young man who chose to engage in academic pursuits to achieve success, whereas his friend, who was unemployed, "mysteriously" obtained extravagant items (i.e., a nice car, nice clothes). Results indicated, first, that when compared to subjects in the nonviolent exposure and control conditions, subjects in the violent exposure conditions expressed greater acceptance of the use of violence. Second, when compared to subjects in the control condition, subjects in the violent condition 'reported a higher probability that they would engage in violence. Third, when compared to the controls, subjects in the violent exposure condition expressed greater acceptance of the use of violence toward the woman. Finally, when compared to the controls, subjects in the rap video exposure conditions were more' likely to say that they wanted to be like the materialistic young man and were less confident that the other young man would achieve his educational goals. Possible basis for and implications of these findings are discussed.  相似文献   

4.
The popularity of video games, especially violent video games, has reached phenomenal proportions. The theoretical line of reasoning that hypothesizes a causal relationship between violent video-game play and aggression draws on the very large literature on media violence effects. Additionally, there are theoretical reasons to believe that video game effects should be stronger than movie or television violence effects. This paper outlines what is known about the relationship between violent video-game playing and aggression. The available literature on virtual reality effects on aggression is discussed as well. The preponderance of the evidence from the existing literature suggests that exposure to video-game violence increases aggressive behavior and other aggression-related phenomena. However, the paucity of empirical data, coupled with a variety of methodological problems and inconsistencies in these data, clearly demonstrate the need for additional research.  相似文献   

5.
The popularity of video games, especially violent video games, has reached phenomenal proportions. The theoretical line of reasoning that hypothesizes a causal relationship between violent video-game play and aggression draws on the very large literature on media violence effects. Additionally, there are theoretical reasons to believe that video game effects should be stronger than movie or television violence effects. This paper outlines what is known about the relationship between violent video-game playing and aggression. The available literature on virtual reality effects on aggression is discussed as well. The preponderance of the evidence from the existing literature suggests that exposure to video-game violence increases aggressive behavior and other aggression-related phenomena. However, the paucity of empirical data, coupled with a variety of methodological problems and inconsistencies in these data, clearly demonstrate the need for additional research.  相似文献   

6.
Videocassettes have become the dominant medium for pornography. One previous content analysis examined the prevalence of violence in such videos. The Attorney General's Commission on Pornography (1986) has asserted that nonviolent pornography depicting degradation produces harm similar to that from violent pornography. Content analysis of a 10% random sample (n = 50) of the videos displayed in the "adult" section of a video store showed that 13.6% of the scenes in the videos contained violent acts and 18.2% contained degrading acts.  相似文献   

7.
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   

8.
Does violence beget violence? A critical examination of the literature   总被引:18,自引:0,他引:18  
Critically examines the "violence breeds violence" hypothesis broadly defined. Organized into seven sections, the literature review includes (a) the abuse breeds abuse hypothesis; (b) reports of small numbers of violent/homicidal offenders; (c) studies examining the relationship of abuse and neglect to delinquency, (d) to violent behavior, and (e) to aggressive behavior in infants and young children; (f) abuse, withdrawal, and self-destructive behavior; and (g) studies of the impact of witnessing or observing violent behavior. A detailed discussion of methodological considerations and shortcomings precedes the review. The author concludes that existing knowledge of the long-term consequences of abusive home environments is limited and suggests that conclusions about the strength of the cycle of violence be tempered by the dearth of convincing empirical evidence. Recommendations are made for further research.  相似文献   

9.
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   

10.
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   

11.
The link between callous-unemotional (CU) traits in youth and delinquent, aggressive and violent behavior is well-replicated in the literature. However, the mediating effects of violence exposure on this relationship are unclear. The current study addresses this important gap in the literature with a sample of 88 detained, primarily ethnic minority adolescent boys (M age?=?15.57; SD?=?1.28). Results indicate that exposure to violence fully mediated the relationship between CU traits and violent delinquency, and this pattern of mediation was accounted for by exposure to witnessed violence, but not direct violent victimization. Secondly, exposure to violence, both direct and witnessed forms, also mediated the relationship between CU traits and drug delinquency. These findings suggest that (a) the well-established link between CU traits and violence may be attributed to high rates of witnessed violence among this subpopulation, and (b) specific types of violence exposure may be important for predicting the offending patterns of youth high on CU traits. Theoretical and practical implications are discussed.  相似文献   

12.
In this study we investigated the effects of emotional desensitization to films of violence against women and the effects of sexually degrading explicit and nonexplicit films on beliefs about rape and the sexual objectification of women. Male subjects viewed either two or five R-rated violent "slasher," X-rated nonviolent "pornographic," or R-rated nonviolent teenage-oriented ("teen sex") films. Affective reactions and cognitive perceptions were measured after each exposure. Later, these men and no-exposure control subjects completed a voir dire questionnaire, viewed a reenacted acquaintance or nonacquaintance sexual assault trial, and judged the defendant and alleged rape victim. Subjects in the violent condition became less anxious and depressed and showed declines in negative affective responses. They were also less sympathetic to the victim and less empathetic toward rape victims in general. However, longer film exposure was necessary to affect general empathy. There were no differences in response between the R-rated teen sex film and the X-rated, sexually explicit, nonviolent film, and the no-exposure control conditions on the objectification or the rape trial variables. A model of desensitization to media violence and the carryover to decision making about victims is proposed.  相似文献   

13.
Media Violence and Social Neuroscience: New Questions and New Opportunities   总被引:1,自引:0,他引:1  
ABSTRACT— Decades of research have demonstrated that exposure to violence on television can cause increases in aggression. The recent emergence of violent video games has raised new questions regarding the effects of violent media. The General Aggression Model (GAM) predicts that exposure to violent media increases aggressive behavior through one of three primary pathways (arousal, cognitions, and affect). Past psychophysiological research has supported GAM but has been limited to examining arousal-related variables. Recent advances in social neuroscience have opened the door to investigations of exposure to violent media on cognitive and affective components and their neurocognitive underpinnings. Neuroscience tools have the potential to provide answers to the new questions posed by recent advances in media technology.  相似文献   

14.
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   

15.
There is great concern about the effects of playing violent video games on aggressive behavior. The present experimental study was aimed at investigating the differential effects of actively playing vs. passively watching the same violent video game on subsequent aggressive behavior. Fifty-seven children aged 10-13 either played a violent video game (active violent condition), watched the same violent video game (passive violent condition), or played a non-violent video game (active non-violent condition). Aggression was measured through peer nominations of real-life aggressive incidents during a free play session at school. After the active participation of actually playing the violent video game, boys behaved more aggressively than did the boys in the passive game condition. For girls, game condition was not related to aggression. These findings indicate that, specifically for boys, playing a violent video game should lead to more aggression than watching television violence.  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.
Three experiments examined the impact of excessive violence in sport video games on aggression-related variables. Participants played either a nonviolent simulation-based sports video game (baseball or football) or a matched excessively violent sports video game. Participants then completed measures assessing aggressive cognitions (Experiment 1), aggressive affect and attitudes towards violence in sports (Experiment 2), or aggressive behavior (Experiment 3). Playing an excessively violent sports video game increased aggressive affect, aggressive cognition, aggressive behavior, and attitudes towards violence in sports. Because all games were competitive, these findings indicate that violent content uniquely leads to increases in several aggression-related variables, as predicted by the General Aggression Model and related social-cognitive models.  相似文献   

18.
Previous research has shown that media violence exposure can cause desensitization to violence, which in theory can increase aggression. However, no study to date has demonstrated this association. In the present experiment, participants played a violent or nonviolent video game, viewed violent and nonviolent photos while their brain activity was measured, and then gave an ostensible opponent unpleasant noise blasts. Participants low in previous exposure to video game violence who played a violent (relative to a nonviolent) game showed a reduction in the P3 component of the event-related brain potential (ERP) to violent images (indicating physiological desensitization), and this brain response mediated the effect of video game content on subsequent aggressive behavior. These data provide the first experimental evidence linking violence desensitization with increased aggression, and show that a neural marker of this process can at least partially account for the causal link between violent game exposure and aggression.  相似文献   

19.
The purpose of the present study was to assess the effects of exposure to nonviolent rap music on African American adolescents' perceptions of teen dating violence. African American male and female subjects were exposed to nonviolent rap videos (which contained images of women in sexually subordinate roles) or they saw no videos. They read a vignette that involved teen dating violence perpetrated by a male. The results indicated that there was a significant interaction between gender and video exposure. More specifically, acceptance of the use of violence did not vary as a function of exposure for male subjects. Conversely, female subjects who were exposed to the videos showed greater acceptance of the violence than females who were not exposed. Possible basis and implications for these findings are discussed.To whom reprint requests should be addressed at Department of Psychology, The University of North Carolina at Wilmington, 601 South College Road, Wilmington, NC 28403-3297.  相似文献   

20.
国内研究者熟知的一般攻击模型认为,媒体暴力与社会暴力之间存在"因果关系"。2008年,Ferguson针锋相对地提出了催化剂模型,认为媒体暴力与社会暴力之间是"零因果"的关系,媒体暴力只是扮演着犯罪行为的文体催化剂,而不是犯罪行为的触发器。首先,介绍了催化剂模型的理论观点和近年来相关的支持性实证研究;其次,分析了催化剂模型对一般攻击模型所持观点的种种质疑;最后,总结了该领域的研究困境和未来研究的方向。  相似文献   

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