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1.
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   

2.
Numerous studies have shown that exposure to media violence increases aggression, though the mechanisms of this effect have remained elusive. One theory posits that repeated exposure to media violence desensitizes viewers to real world violence, increasing aggression by blunting aversive reactions to violence and removing normal inhibitions against aggression. Theoretically, violence desensitization should be reflected in the amplitude of the P300 component of the event-related brain potential (ERP), which has been associated with activation of the aversive motivational system. In the current study, violent images elicited reduced P300 amplitudes among violent, as compared to nonviolent video game players. Additionally, this reduced brain response predicted increased aggressive behavior in a later task. Moreover, these effects held after controlling for individual differences in trait aggressiveness. These data are the first to link media violence exposure and aggressive behavior to brain processes hypothetically associated with desensitization.  相似文献   

3.
Violent video games and anger as predictors of aggression   总被引:2,自引:0,他引:2  
Considerable research has demonstrated that playing violent video games can increase aggression. The theoretical framework upon which a good deal of this research has rested is known as the General Aggression Model (GAM; [Anderson, C. A., & Bushman, B. J. (2002). Human aggression. Annual Review of Psychology, 53, 27–51]). The current study tested an assumption of the GAM by examining if the dispositional trait of anger moderated the relation between violent video games and aggression. A total of 167 undergraduate students (79 females, 88 males) first completed a measure of anger and were then randomly assigned to play either a non-violent or violent video game. After the video game play period, participants completed ambiguous story stems in order to assess aggression. Consistent with predictions of the GAM, anger significantly moderated the effect of video game violence on aggression. Specifically, participants who were angry were more affected by violent video games than participants who were not angry.  相似文献   

4.
5.
Five decades of research have shown clear links between exposure to violent visual media and subsequent aggression, however there has been little research that directly compares the effects of exposure to violent visual versus auditory media, or which has experimentally tested the effect of violent song lyrics with musical ‘tone’ held constant. In the current study 194 participants heard music either with or without lyrics, and with or without a violent music video, and were then given the chance to aggress using the hot sauce paradigm. Musical tone was held constant across groups, and a fifth (control) group had no media exposure at all. Experimental groups, on average, were significantly more aggressive than controls. The strongest effect was elicited by exposure to violent lyrics, regardless of whether violent imagery accompanied the music, and regardless of various person-based characteristics. Implications for theories of media violence and models of aggression are discussed.  相似文献   

6.
ABSTRACT

Previous research has assessed links between violent video game playing, aggression, and desensitization in the moral domain, but here we find that frequent violent video game play additionally may be linked with differences in perceptual processing. In an emotion-induced blindness task – wherein graphic images typically outcompete and impair perception of targets – violent video game players suffered less perceptual disruption following aversive images than non-players did, despite no group difference following neutral images. This difference persisted when controlling for sex and other violent media consumption and despite no group differences in trait aggression, disgust propensity, or disgust sensitivity. Importantly, the recruitment method ensured that participants were not aware of links between the experiment and their videogame playing history. Although a causal relationship has yet to be established, the findings suggest that violent video game players might sometimes, literally see the world differently.  相似文献   

7.
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   

8.
The relationship between exposure to violent electronic games and aggressive cognitions and behavior was examined in a longitudinal study. A total of 295 German adolescents completed the measures of violent video game usage, endorsement of aggressive norms, hostile attribution bias, and physical as well as indirect/relational aggression cross‐sectionally, and a subsample of N=143 was measured again 30 months later. Cross‐sectional results at T1 showed a direct relationship between violent game usage and aggressive norms, and an indirect link to hostile attribution bias through aggressive norms. In combination, exposure to game violence, normative beliefs, and hostile attribution bias predicted physical and indirect/relational aggression. Longitudinal analyses using path analysis showed that violence exposure at T1 predicted physical (but not indirect/relational) aggression 30 months later, whereas aggression at T1 was unrelated to later video game use. Exposure to violent games at T1 influenced physical (but not indirect/relational) aggression at T2 via an increase of aggressive norms and hostile attribution bias. The findings are discussed in relation to social‐cognitive explanations of long‐term effects of media violence on aggression. Aggr. Behav. 35:75–89, 2009. © 2008 Wiley‐Liss, Inc.  相似文献   

9.
Violent video game playing has been linked to a wide range of negative outcomes, especially in adolescents. In the present research, we focused on a potential determinant of adolescents’ willingness to play violent video games: social exclusion. We also tested whether exclusion can predict increased aggressiveness following violent video game playing. In two experiments, we predicted that exclusion could increase adolescents’ preferences for violent video games and interact with violent game playing fostering adolescents’ aggressive inclinations. In Study 1, 121 adolescents (aged 10–18 years) were randomly assigned to a manipulation of social exclusion. Then, they evaluated the violent content of nine different video games (violent, nonviolent, or prosocial) and reported their willingness to play each presented video game. The results showed that excluded participants expressed a greater willingness to play violent games than nonviolent or prosocial games. No such effect was found for included participants. In Study 2, both inclusionary status and video game contents were manipulated. After a manipulation of inclusionary status, 113 adolescents (aged 11–16 years) were randomly assigned to play either a violent or a nonviolent video game. Then, they were given an opportunity to express their aggressive inclinations toward the excluders. Results showed that excluded participants who played a violent game displayed the highest level of aggressive inclinations than participants who were assigned to the other experimental conditions. Overall, these findings suggest that exclusion increases preferences for violent games and that the combination of exclusion and violent game playing fuels aggressive inclinations.
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10.
The current study utilized the General Aggression Model, with an emphasis on aggression-related priming, to explore the different effects on hostility, physiological arousal, and state aggression in those who played a violent video game (Mortal Kombat: Deadly Alliance) with differing levels of blood (maximum, medium, low, and off). Simple effects analyses showed that those in the maximum blood and medium blood conditions had a significant increase in hostility and physiological arousal, while those in the low blood and no blood conditions did not have such an increase in arousal and hostility. Further analyses indicated that those in the maximum and medium blood conditions used the character’s weapon significantly more often than those in the low and blood absent conditions. Implications and future research are discussed.  相似文献   

11.
Intergroup helping behavior by high status group members typically functions to support and further entrench systems of social hierarchy (Nadler, 2002). This research examined whether the virtue of generosity could increase support for more egalitarian group relations, as indexed by reduced social dominance orientation (SDO; Pratto, Sidanius, Stallworth, & Malle, 1994). Pilot testing (N = 367) revealed a negative relationship between self-reported generosity and SDO. In Study 1, two long-term experimental manipulations of generosity in 110 college students reduced SDO. One manipulation involved a nine week community service learning project, and the other involved a five-part reflection paper assignment on generous individuals. In Study 2, a brief generosity prime in 58 college students reduced SDO scores. The potential benefits of targeting SDO directly, and the importance of examining the motives behind generosity are discussed.  相似文献   

12.
Considerable excitement has been generated by recent studies showing that video gaming alters fundamental aspects of attention. We tested the claim that people who frequently play action video games (video game players (VGPs)) have a greater capacity of attention than those who rarely play video games (non‐video game players (NVGPs)). We first attempted to replicate previous findings by comparing VGPs and NVGPs on a flanker compatibility task (Experiment 1). In contrast with previous studies, VGPs did not demonstrate greater intrusion from distractors, calling into question the reliability of previous findings. In Experiment 2, we manipulated the eccentricity of flankers in an Eriksen flanker task to examine the extent to which VGPs and NVGPs processed irrelevant peripheral stimuli. No attentional differences emerged in the conditions tested, with both groups displaying compatibility effects at all eccentricities. Together these results raise doubts that video game playing increases attentional capacity.  相似文献   

13.
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   

14.
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   

15.
A recent development in video games is that players can design and personalize their own in-game characters. It was predicted that this innovation could lead to elevations in the intensity of the psychological effects of video games. The present study confirmed this hypothesis, revealing that participants who played an aggressive video game using their own, personalized character exhibited higher levels of aggressive behavior than participants who played an aggressive game with a non-personalized character. The aggressive behavior levels of the own-character players also exceeded those of individuals who played a non-aggressive game, regardless of whether or not they used a personalized character. Process analyses revealed that participants playing a violent video game with a personalized game character experienced more arousal and self-activation than they did when playing with an impersonal, default game character, which in turn increased aggressive responses.  相似文献   

16.
This study aimed to investigate the process that leads people to offer or omit help in response to an explicit request for assistance, taking into account both emotional and cognitive factors. Specifically, a hypothetical scenario methodology was used in a sample of 174 Italian youths (50% males) to examine whether and how factors such as empathy, prosocial moral reasoning and moral disengagement influence the propensity to help when providing assistance is not in the individual’s personal interest. While a few previous studies have included moral disengagement as an antecedent of prosocial decision making, we highlight the significance of this factor in the avoidance of moral responsibility towards others in need. The results highlight two ways in which differences in emotional tendencies and moral-cognitive processes may operate in prosocial decision making in high personal cost situations. First, high empathy levels could promote an altruistic response which in turn fosters mature prosocial moral reasoning. Second, personal distress may enhance moral disengagement mechanisms that may facilitate self-centred behaviors.  相似文献   

17.
Exposure to video game violence (VGV) is known to result in desensitization to violent material and may alter the processing of positive emotion related to facial expressions. The present study was designed to address three questions: (1) Does the association between VGV and positive emotion extend to stimuli other than faces, (2) is the association between VGV and affective picture processing observed with a single presentation of the stimuli, and (3) is the association between VGV and the response to violent stimuli sensitive to the relevance of emotion for task performance? The data revealed that transient modulations of the event-related potentials (ERPs) related to attentional orienting and sustained modulations of the ERPs related to evaluative processing were sensitive to VGV exposure.  相似文献   

18.
Green CS  Bavelier D 《Cognition》2006,101(1):217-245
Here, we demonstrate that action video game play enhances subjects' ability in two tasks thought to indicate the number of items that can be apprehended. Using an enumeration task, in which participants have to determine the number of quickly flashed squares, accuracy measures showed a near ceiling performance for low numerosities and a sharp drop in performance once a critical number of squares was reached. Importantly, this critical number was higher by about two items in video game players (VGPs) than in non-video game players (NVGPs). A following control study indicated that this improvement was not due to an enhanced ability to instantly apprehend the numerosity of the display, a process known as subitizing, but rather due to an enhancement in the slower more serial process of counting. To confirm that video game play facilitates the processing of multiple objects at once, we compared VGPs and NVGPs on the multiple object tracking task (MOT), which requires the allocation of attention to several items over time. VGPs were able to successfully track approximately two more items than NVGPs. Furthermore, NVGPs trained on an action video game established the causal effect of game playing in the enhanced performance on the two tasks. Together, these studies confirm the view that playing action video games enhances the number of objects that can be apprehended and suggest that this enhancement is mediated by changes in visual short-term memory skills.  相似文献   

19.
Public discussions about the harmfulness of violent media are often held in the aftermath of violent felony. At the same time, we know little about whether and how experiencing real‐life violence impacts the way laypersons perceive and evaluate debates about virtual violence. In Study 1, we provided data indicating that both real‐life violence and violent video games are perceived as morally threatening by people who regard nonviolence to be an important moral value (i.e., pacifists). In Study 2, we hypothesized and found that when pacifists perceive threat from the presence of real‐life violence, they are especially susceptible to scientific and political claims indicating that violent video games are harmful. Our findings are in line with the value protection model and research on the psychological consequences of threat. Implications of the present findings are discussed with regard to a better understanding of the violent video games debate in the general public.  相似文献   

20.
随着信息技术的发展,互联网已成为当今社会人际交往的新平台。网络环境和现实环境不同,它具有匿名、便捷和易控制等特点。共情在人际交往中扮演重要的角色,它是指对他人情感的感同身受。互联网环境下共情的研究逐渐受到学者的重视。现有研究表明,不同的互联网使用对共情产生不同的影响:在线暴力视频游戏会降低共情,而在线亲社会视频游戏则对共情产生积极影响;网络社区的使用为网络中人们表露共情提供了重要平台;过度网络使用会对共情产生负面影响。但现有研究比较零散,还存在一些不足。未来要结合多种研究方法进行更多的应用研究,同时加强理论建构。  相似文献   

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