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视频游戏对青少年行为影响的研究焦点主要集中在暴力视频游戏带来的消极影响上。随着研究的深入以及积极心理学的兴起,研究者开始关注亲社会视频游戏对青少年行为的积极影响,并进行了相关的研究,研究大多以一般学习模型为理论框架。一般学习模型认为亲社会视频游戏通过影响与亲社会相关的认知、情感和生理唤醒而对亲社会行为产生作用。已有研究显示,亲社会视频游戏会促进青少年的亲社会行为,同时减少青少年的攻击性行为。研究者们采用多种方法探索亲社会视频游戏影响青少年行为的心理机制,证明了一般学习模型的理论构想。未来研究需要进一步研究性别、人格、文化等因素的影响,并开展相关的认知神经机制研究。 相似文献
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The effects of reward and punishment in violent video games on aggressive affect, cognition, and behavior 总被引:1,自引:0,他引:1
Three experiments examined the effects of rewarding and punishing violent actions in video games on later aggression-related variables. Participants played one of three versions of the same race-car video game: (a) a version in which all violence was rewarded, (b) a version in which all violence was punished, and (c) a nonviolent version. Participants were then measured for aggressive affect (Experiment 1), aggressive cognition (Experiment 2), and aggressive behavior (Experiment 3). Rewarding violent game actions increased hostile emotion, aggressive thinking, and aggressive behavior. Punishing violent actions increased hostile emotion, but did not increase aggressive thinking or aggressive behavior. Results suggest that games that reward violent actions can increase aggressive behavior by increasing aggressive thinking. 相似文献
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David J. Butler 《决策行为杂志》1992,5(4):283-301
This paper reports the results of two experiments to investigate the effects of payoff alterations in two-person symmetric games. The initial experiment involved 60 subjects, each of whom could earn from £0 to £15, depending on the interaction of their decisions and the unknown decisions of one other person. All decisions were made without feedback to isolate the impact on subjects' behaviour of the game's parameters. A primary aim was to see if the games had strategically distinct structures, or whether uncertainty over the choice rule of others would influence choice behaviour and lessen this independence. An alternative model of rational choice, making allowance for uncertainty in the decision environment, was proposed to capture subjects' behaviour. The results indicated that the frontiers of most of the games had no impact on choice behaviour other than through the magnitude of the change in payoffs. The model received strong support across an identifiable set of ‘frontierless’ games. However, the variety of games was not sufficient to provide a comprehensive test. A second experiment was recently held to close these gaps. Fifty subjects took part, each of whom earned from A$0 to A$24, averaging A$17. The findings provided broad additional support for the theory. 相似文献
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Today millions of players interact with one another in online games, especially massively multiplayer online role-playing games (MMORPGs). These games promote interaction among players by offering interdependency features, but to date few studies have asked what interdependency design factors of MMORPGs make them fun for players, produce experiences of flow, or enhance player performance. In this study, we focused on two game design features: task and reward interdependency. We conducted a controlled experiment that compared the interaction effects of low and high task-interdependency conditions and low and high reward-interdependency conditions on three dependent variables: fun, flow, and performance. We found that in a low task-interdependency condition, players had more fun, experienced higher levels of flow, and perceived better performance when a low reward-interdependency condition also obtained. In contrast, in a high task-interdependency condition, all of these measures were higher when a high reward-interdependency condition also obtained. 相似文献
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Andrew M. Colman Briony D. Pulford Fergus Bolger 《Organizational behavior and human decision processes》2007,104(2):193-206
In individual choices between alternatives x and y, the availability of a third alternative z, judged inferior to x but not to y, tends to increase preferences for x. Two experiments investigated corresponding strategic asymmetric dominance effects in games. In Experiment 1, 72 players chose strategies in six symmetric 3 × 3 games, each having one strategy dominating just one other, or in reduced 2 × 2 games constructed by deleting the dominated strategies. Asymmetrically dominated strategies, even when unavailable (phantom decoy), increased choices of the strategies that dominated them and bolstered decision confidence. In Experiment 2, 81 participants played 12 similar but asymmetric games with or without dominated strategies, and similar asymmetric dominance, phantom decoy, and confidence effects were found. 相似文献
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Anger is an intense and adaptive approach emotion that undergoes significant development during the toddler years. We assessed the expression of anger and the strategies toddlers use to regulate it in relation to maternal behavior and mental representations. Seventy-four toddlers were observed in three anger-eliciting paradigms: toy removal (TR), still-face (SF), and delayed gratification (DG). Anger expression and three clusters of regulatory behaviors were micro-coded: putative regulatory behaviors, attention manipulation, and play behaviors. Maternal relational style was coded for sensitivity and intrusiveness, and mental representations of the mother-child relationship were assessed for joy and anger. Children expressed the most anger during the TR, less during the SF, and minimally during the DG. Use of putative regulatory behaviors was highest during the SF, whereas during the TR children employed newly acquired skills, such as focused attention and substitutive play, in the service of anger regulation. Anger expression and regulation were differentially related to the negative and positive components in the mother's behavior and representations, and maternal intrusiveness moderated the relations between angry representations and the degree of child anger during the SF. Results are consistent with dynamic models of emotions and accord with perspectives that emphasize the role of sensitive parenting in facilitating emotion regulation. 相似文献
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A method of observing and modifying teacher attention to appropriate child responses in preschool classrooms was developed. Two teachers with no formal training in reinforcement principles were observed for a baseline of eight days. Teacher A, who displayed a lower baseline rate of attending to appropriate child responses, was trained first. Teacher B was simply observed during the first part of the training condition for Teacher A. During training, A received feedback which included definitions of appropriate child responses, her frequency of attending to appropriate child responses, her total percentage of attending to appropriate child responses, and her frequency of failing to attend to appropriate child responses. Teacher B was then trained in a similar way. Both teachers showed an increase in attending to appropriate child responses subsequent to the onset of experimental feedback. 相似文献
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Friendly fire: Longitudinal effects of exposure to violent video games on aggressive behavior in adolescent friendship dyads
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Geert P. Verheijen William J. Burk Sabine E. M. J. Stoltz Yvonne H. M. van den Berg Antonius H. N. Cillessen 《Aggressive behavior》2018,44(3):257-267
Research on gaming effects has focused on adolescence, a developmental period in which peer relationships become increasingly salient. However, the impact of peers on the effects of violent gaming on adolescents has been understudied. This study examined whether adolescents’ exposure to violent video games predicted their own and their friend's aggression one year later. Among 705 gaming adolescents, 141 dyads were identified based on reciprocated best friend nominations (73.8% male, Mage = 13.98). Actor‐Partner Interdependence Models indicated that adolescent males’ (but not females’) exposure to violent games positively predicted the aggression of their best friend 1 year later. This effect appeared regardless of whether the friends played video games together or not. The study illustrates the importance of peers in the association between violent gaming and aggression. 相似文献
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We propose here to establish the theoretical link between the concepts of ‘attitude’ and ‘social representation’. We shall base our proposal on recent conceptions of the notion of attitude, and on a structural approach to representations which account for their evaluative nature. This theoretical proposal will be followed by two experiments. The first showed that attitudes towards objects are based on the evaluative components of the representation of those objects. The second showed that a change in attitude about an object may be accompanied by changes in the evaluative dimension of its representation. © 1997 John Wiley & Sons, Ltd. 相似文献
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We examined the effects of safety-seeking behavior and guided threat focus and reappraisal on fear reduction during exposure. Participants (N=46) displaying marked claustrophobic fear were randomized to one of three 30-min exposure conditions: (a) guided threat focus and reappraisal; (b) safety-behavior utilization; or (c) exposure only control. Tripartite outcome assessments during a behavioral approach test, along with measures of suffocation and restriction fears were obtained at pre- and post-treatment, and at a 2-week follow-up. Treatment process measures were collected throughout treatment and consisted of indices of fear activation; within and between-trial fear habituation; and suffocation and entrapment expectancies. Measures of safety behavior utilization and attentional focus were also collected to assess the integrity of the experimental manipulations. Consistent with prediction, those encouraged to utilize safety-behaviors during exposure showed significantly more fear at post-treatment and follow-up relative to those encouraged to focus and reevaluate their core threat(s) during exposure. Moreover, growth curve analyses of treatment process data analyses revealed that safety-behavior utilization exerted a detrimental effect on between-trial habituation; whereas guided threat reappraisal enhanced between-trial habituation. 相似文献
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Luigi Tamè Nicola Bumpus Sally A. Linkenauger Matthew R. Longo 《Attention, perception & psychophysics》2017,79(4):1204-1216
Several recent reports have shown that even healthy adults maintain highly distorted representations of the size and shape of their body. These distortions have been shown to be highly consistent across different study designs and dependent measures. However, previous studies have found that visual judgments of size can be modulated by the experimental instructions used, for example, by asking for judgments of the participant’s subjective experience of stimulus size (i.e., apparent instructions) versus judgments of actual stimulus properties (i.e., objective instructions). Previous studies investigating internal body representations have relied exclusively on ‘apparent’ instructions. Here, we investigated whether apparent versus objective instructions modulate findings of distorted body representations underlying position sense (Exp. 1), tactile distance perception (Exp. 2), as well as the conscious body image (Exp. 3). Our results replicate the characteristic distortions previously reported for each of these tasks and further show that these distortions are not affected by instruction type (i.e., apparent vs. objective). These results show that the distortions measured with these paradigms are robust to differences in instructions and do not reflect a dissociation between perception and belief. 相似文献
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Spatial aspects of words are associated with their canonical locations in the real world. Yet little research has tested whether spatial associations denoted in language comprehension generalize to their corresponding images. We directly tested the spatial aspects of mental imagery in picture and word processing (Experiment 1). We also tested whether spatial representations of motion words produce similar perceptual-interference effects as demonstrated by object words (Experiment 2). Findings revealed that words denoting an upward spatial location produced slower responses to targets appearing at the top of the display, whereas words denoting a downward spatial location produced slower responses to targets appearing at the bottom of the display. Perceptual-interference effects did not obtain for pictures or for words lacking a spatial relation. These findings provide greater empirical support for the perceptual-symbols system theory ( Barsalou, 1999, 2008 ). 相似文献
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Ten years ago, a number of authors commented on the dismal state of the basic research area known as the experimental analysis of human behavior (EAHB). At that time, data on the number of research articles using human subjects published in the Journal of the Experimental Analysis of Behavior (JEAB) indicated little progress since the early 1960s. However, updated publication data through 1991 reveal that EAHB research has accelerated in the last decade, reaching a peak of nearly half of all research articles published in JEAB, with an increasing trend evident. The increase in this percentage is not due solely to a long-term declining trend in the total number of experimental articles in JEAB using either human or nonhuman subjects, a trend that appears to have slowed or stabilized in the last 6 years. These data indicate that the EAHB has made dramatic progress in a decade and is healthy and growing. 相似文献
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Shimp CP 《Journal of the experimental analysis of behavior》1984,42(3):407-420
A case history illustrates how one research program in the experimental analysis of behavior evolved somewhat differently from the modal research program represented in this journal. A chief issue that seems to be responsible for this difference is the role attributed to theory in behavioral research: Skinner's views on the nature and function of theory and on the nature of observation combine to produce a certain kind of picture of behavior. The classic conception of reinforcement contingencies is tied to this particular picture. But this picture may be incompatible with, and certainly is different from, other possible pictures. Reinforcement contingencies that place greater emphasis on the local temporal patterning of behavior seem tied to some of these alternative pictures of what behavior is. These other pictures encourage a wide range of theoretical approaches, including cognitive ones, various kinds of mathematical analyses, and computer-simulation methods to characterize entire behavior streams. In the future, perhaps the experimental analysis of behavior will accept a somewhat different range of views on the nature and function of theory, a correspondingly different set of experimental methods, and alternative ways of talking about behavior. 相似文献
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Shewokis PA 《Perceptual and motor skills》2003,97(2):581-589
Some investigators of the contextual interference effect contend that there is a direct relation between the amount of practice and the contextual interference effect based on the prediction that the improvement in learning tasks in a random practice schedule, compared to a blocked practice schedule, increases in magnitude as the amount of practice during acquisition on the tasks increases. Research using computer games in contextual interference studies has yielded a large effect (f = .50) with a random practice schedule advantage during transfer. These investigations had a total of 36 and 72 acquisition trials, respectively. The present study tested this prediction by having 72 college students, who were randomly assigned to a blocked or random practice schedule, practice 102 trials of three computer-game tasks across three days. After a 24-hr. interval, 6 retention and 5 transfer trials were performed. Dependent variables were time to complete an event in seconds and number of errors. No significant differences were found for retention and transfer. These results are discussed in terms of how the amount of practice, task-related factors, and memory consolidation mediate the contextual interference effect. 相似文献
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