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1.
Media contents that glorify risk-taking (e.g., video games that simulate illegal street racing, TV depictions of dangerous extreme sports or stunts) are becoming increasingly popular. Theory and research suggest that risk glorification is associated with risk-taking among the audience. Until recently the evidence was limited in three ways: First, most studies, being correlational, did not permit clear causal inferences. Second, we did not know the strength of the effect of different types of media and different types of risk-taking outcomes. Third, early research did little to isolate the underlying psychological processes that mediate the pernicious effects of risk glorifying media formats. In order to address these open questions we review the results of an experimental programme of research and the findings of a comprehensive meta-analysis. The main findings are that (a) the risky media contents do indeed have causal force; (b) according to our meta-analysis active participation in risk glorifying media interfaces has a larger effect than passive consumption; (c) psychological processes include the priming of risk-related constructs, effects of risk-positive situational heuristic cues, perceived social norms, personal risk habituation, and changes in the recipient's self-concept. To integrate these findings we propose a theoretical framework derived from broad-range socio-cognitive models. We conclude with a discussion of possible directions for future research.  相似文献   

2.
Using a longitudinal Web-based survey of adolescents 14–16 years of age, we estimate regression models where self-reported sexual behavior and content analytic-based exposure to sex in the media are related cross-sectionally and longitudinally. We find evidence for both cross-sectional nonrecursive and prospective longitudinal relationships even after adjusting for both established predictors of sexual behavior (e.g., physical development, having a romantic partner, parental monitoring, peer and parental norms, respondent's age) and of exposure to sexual media content (e.g., time the respondent goes to bed, extracurricular activities, television in the bedroom, total time spent with television, music, video games, and magazines). Sexually active adolescents are more likely to expose themselves to sex in the media and those exposed to sex in the media are more likely to progress in their sexual activity. These findings are consistent with others in the literature that demonstrate a causal effect of exposure to sexual content on sexual behavior but extend established results by also looking at the causal effect of sexual behavior on exposure both cross-sectionally and over time.  相似文献   

3.
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   

4.
Despite the importance of life-cycle models to sensation seeking research, past studies have typically focused on adolescents and adults. This is especially problematic for researchers studying the role of media use in the development of risky behaviors (e.g., violent video game consumption and aggressive behavior). To facilitate research with child populations, a brief sensation seeking scale for children (BSSS-C) is developed and validated with a sample of fourth, fifth, and sixth graders (N = 136). The BSSS-C is found to be internally reliable (α = .82) as well as a strong predictor of several risky child behaviors. Higher sensation seeking children were more likely to play video games, including violent subgenres (e.g., shooters), and to enjoy playing video games that contained specific acts of violence (e.g., weapon use). Higher sensation seekers were also more likely to engage in rule-breaking behavior, such as bringing prohibited cell phones to school. The results suggest that sensation seeking may be related to risky behavior at a very young age.  相似文献   

5.
Three experiments examined whether exposure to risk-promoting media increases risk-related thoughts and behavioral inclinations. Participants were exposed to risk-promoting pictures (Study 1), movies (Study 2), and video games (Study 3) or a risk neutral control condition. Subsequently to exposure, accessibility of risk-taking cognitions and participants' inclinations to act in a risk-seeking manner was measured. In line with our expectations, all three studies revealed that risk-promoting media content increases the accessibility of risk-taking cognitions (Studies 1 and 3), risk taking in a computer-based driving simulator (Study 2), as well as risk taking in decision making scenarios (Study 3). Mediational analyses clarified the underlying psychological process: Risk-promoting media content increases the accessibility of risk-promoting cognitions, which in turn results in increased risk-taking inclinations. Theoretical and practical implications are discussed.  相似文献   

6.
PurposeThe mediating relationship of self-conceptions as a risky driver on self-reported driving violations was examined for players of “drive’em up” and “circuit” racing video games using an Internet survey of automobile and racing club members. Structural equation modelling (SEM) tested Fischer et al. (2012) extended socio-cognitive model on the effects of risk-glorifying media on cognitions and actions.MethodAn Internet questionnaire was developed and relied upon validated instruments or questions derived from previous surveys. Driver club members were asked about: (1) their frequency of video game playing, (2) self-perceptions as a risky driver and (3) self-reported driving violations. SEM was performed to examine mediating effects of racing video game playing on self-reported driving violations.ResultsPlaying “drive‘em up” video games positively predicted risky self-concept (β = .15, t = 2.26), which in turn, positively predicted driving violations (β = .73, t = 8.63), while playing “circuit racing” games did not predict risky self-concept, although risky self-concept did predict driving violations (β = .72, t = 8.67).ConclusionsSelf-concept as a risky driver mediated the relationship between racing video game playing and self-reported driving violations for “drive’em up”, but not for “circuit racing” video games. These findings are congruent with Fischer and colleagues’ experimental model that self-concept as a reckless driver mediated the relationship between racing video game playing for “drive’em up”, but not for “circuit racing” games and risk-taking behavior in a video of road traffic scenarios.  相似文献   

7.
An online survey of 3,461 North American girls ages 8-12 conducted in the summer of 2010 through Discovery Girls magazine examined the relationships between social well-being and young girls' media use--including video, video games, music listening, reading/homework, e-mailing/posting on social media sites, texting/instant messaging, and talking on phones/video chatting--and face-to-face communication. This study introduced both a more granular measure of media multitasking and a new comparative measure of media use versus time spent in face-to-face communication. Regression analyses indicated that negative social well-being was positively associated with levels of uses of media that are centrally about interpersonal interaction (e.g., phone, online communication) as well as uses of media that are not (e.g., video, music, and reading). Video use was particularly strongly associated with negative social well-being indicators. Media multitasking was also associated with negative social indicators. Conversely, face-to-face communication was strongly associated with positive social well-being. Cell phone ownership and having a television or computer in one's room had little direct association with children's socioemotional well-being. We hypothesize possible causes for these relationships, call for research designs to address causality, and outline possible implications of such findings for the social well-being of younger adolescents.  相似文献   

8.
Young audiences frequently combine media use (e.g., television viewing) with other activities (e.g., homework); this is referred to as multitasking. This research uses longitudinal data to examine the moderating role of multitasking by examining the effects of exposure to sexual content in the media on adolescents' sexual behavior. Consistent with the predictions based on the limited capacity approach, there was a significant multitasking by exposure interaction suggesting that multitasking reduces the impact of media. More specifically, the effect of exposure to sexual content in the media on sexual behavior was significantly greater among light multitaskers than among heavy multitaskers.  相似文献   

9.
Previous investigations of mainstream video games have documented a high prevalence of risk-promoting content, as well as a positive relation between video game play and participation in risk-taking behaviors such as reckless driving, substance use, and delinquency. In this study, we extend this work by investigating the role of video game genre and masculinity ideology within this relation. A sample of 273 undergraduate men from a large Midwestern university completed online surveys of their video game exposure, masculinity ideology, and participation in a range of high-risk behaviors. Results indicate that playing sports video games is associated with greater alcohol use, drug use, and delinquent behaviors, but action games are only associated with greater delinquency. In contrast, playing online video games was negatively associated with alcohol and drug use. Furthermore, the relation between sports video games and participation in risky behaviors was fully mediated by participants’ adherence to masculinity ideology. These results reveal that the relations between video game play and risk outcomes were strongest for sports video games, and in some cases, were mediated by masculinity ideology.  相似文献   

10.
Based on the General Aggression Model (GAM), the current study investigated the interactive effect of personal factors (e.g., sensation-seeking) and situational factors (e.g., violent video games exposure [VVGE]) on the trait aggressive behavior, and the mediating role of individual difference trait (e.g., moral disengagement, anger, and hostility). We recruited 547 undergraduates (48.45% male) from five Chinese universities. The results showed that VVGE was positively associated with moral disengagement, disinhibition, and the four aggressive traits (physical aggression, verbal aggression, anger, and hostility), which were positively associated with each other. Moral disengagement was positively associated with both the disinhibition and the four aggressive traits. Disinhibition was positively associated with the four aggressive traits as well. When controlled for gender, moral disengagement, anger, and hostility wholly mediated the relationship between VVGE and aggression, but the moderation effect of disinhibition was not significant. These findings support the framework of GAM and indicate that moral disengagement, anger, and hostility may be the factors that increase the risk of a higher level of aggression following repeated exposure to violent video games.  相似文献   

11.
《Media Psychology》2013,16(3):195-217
This study utilized a survey to assess television viewing and risk-taking behavior in 717 adolescents (age 11-22). Results indicated that, among adolescents, there is a link between exposure to violent television in the form of violent drama, realistic crime shows and contact sports and participation in various forms of risk taking: problem drinking, drinking and driving, delinquency (vandalizing, trespassing, truancy), reckless driving, and drug use. However, the relationship between exposure to various forms of violent television content and risk-taking behavior varies somewhat. Specifically, exposure to realistic crime shows and exposure to contact sports is positively related to risk taking; whereas, exposure to violent drama is negatively related to risk-taking behavior Predictions are made and findings discussed in terms of problem behavior theory. Implications for health messages targeting adolescents are discussed.  相似文献   

12.
Recent research reveals that playing prosocial video games increases prosocial cognitions and helpful behaviors [Gentile el al., 2009; Greitemeyer and Osswald, 2009; 2010; 2011]. These results are consistent with social‐cognitive models of social behavior [e.g., the “General Learning Model,” Buckley and Anderson, 2006]. The social‐cognitive learning models suggest that in addition to influencing cognitions, media content may also influence affect. However, past studies on prosocial video games have failed to find a significant effect on affective measures [Greitemeyer and Osswald, 2010]. The present research examined the effects of prosocial, neutral, and violent video games on state hostility and positive affect. Also examined were moderating effects of trait aggressiveness, trait altruistic helping, and trait egoistic helping. Prosocial games reduced state hostility and increased positive state affect. Violent video games had the opposite effects. These effects were moderated by trait physical aggression. Altruistic participants reported relatively more positive affect and less state hostility. Egoistic participants reported relatively more aggravated and mean feelings. Aggr. Behav. 38:263–271, 2012. © 2012 Wiley Periodicals, Inc.  相似文献   

13.
Previous research has shown that exposure to violent media increased aggression-related affect and thoughts, physiological arousal, and aggressive behavior as well as decreased prosocial tendencies. The present research examined the hypothesis that exposure to prosocial media promotes prosocial outcomes. Three studies revealed that listening to songs with prosocial (relative to neutral) lyrics increased the accessibility of prosocial thoughts, led to more interpersonal empathy, and fostered helping behavior. These results provide first evidence for the predictive validity of the General Learning Model [Buckley, K. E., & Anderson, C. A. (2006). A theoretical model of the effects and consequences of playing video games. In P. Vorderer, & J. Bryant, (Eds.), Playing video games: Motives responses and consequences (pp. 363-378). Mahwah, NJ: Lawrence Erlbaum Associates] for the effects of media with prosocial content on prosocial thought, feeling, and behavior.  相似文献   

14.
The study examined the influence of affect induction on actual risk-taking behavior in a driving simulator, as well as the links between personal variables (relevance of driving to self-esteem, sensation seeking) and the level of risky driving. Eighty young drivers aged 18–21 (M = 19.24, SD = 0.75) were randomly divided into four induction groups: relaxing positive affect; arousing positive affect; negative affect; and neutral affect. The participants drove on a simulator, with various parameters of risky driving measured before and after emotion priming.As predicted, arousing positive affect and negative affect led to increased risky driving, whereas relaxing positive affect moderated risk-taking. In addition, the results confirm previous findings regarding the personal variables, revealing that higher levels of relevance of driving to self-esteem and sensation seeking are associated with higher levels of risk-taking in the simulated driving.The findings indicate that the driver’s emotional state has a significant effect on risk-taking on the road. Moreover, they show that the conventional use of negative affect in safe driving campaigns is liable to heighten the tendency for risky driving rather than reduce it. In contrast, relaxing positive affect was found to lead to lower risk-taking. The study is unique in revealing a correlation between results previously obtained for the willingness to drive recklessly and actual risky driving behavior observed on a driving simulator. By expanding the understanding of the motivations for youngsters’ risky driving, the study may aid in designing effective, theoretically sound, interventions aimed at reducing the tendency for dangerous driving among young drivers.  相似文献   

15.
Much prior research demonstrates that narcissists take more risks than others, but almost no research has examined what motivates this behavior. The present study tested two potential driving mechanisms of risk-taking by narcissists (i.e., heightened perceptions of benefits and diminished perceptions of risks stemming from risky behaviors) by administering survey measures of narcissism and risk-taking to a sample of 605 undergraduate college students. Contrary to what might be expected, the results suggest that narcissists appreciate the risks associated with risky behaviors just as much as do less narcissistic individuals. Their risk-taking appears to instead be fueled by heightened perceptions of benefits stemming from risky behaviors. These results are consistent with a growing body of evidence suggesting that narcissists engage in some forms of potentially problematic behaviors, such as risk-taking, because of a surplus of eagerness rather than a deficit of inhibition.  相似文献   

16.
Much prior research demonstrates that narcissists take more risks than others, but almost no research has examined what motivates this behavior. The present study tested two potential driving mechanisms of risk-taking by narcissists (i.e., heightened perceptions of benefits and diminished perceptions of risks stemming from risky behaviors) by administering survey measures of narcissism and risk-taking to a sample of 605 undergraduate college students. Contrary to what might be expected, the results suggest that narcissists appreciate the risks associated with risky behaviors just as much as do less narcissistic individuals. Their risk-taking appears to instead be fueled by heightened perceptions of benefits stemming from risky behaviors. These results are consistent with a growing body of evidence suggesting that narcissists engage in some forms of potentially problematic behaviors, such as risk-taking, because of a surplus of eagerness rather than a deficit of inhibition.  相似文献   

17.
The research investigated the relationships among cursing, risk-taking (i.e., drinking, smoking, using illegal drugs, and engaging in risky sexual behavior), and personality variables that have been shown to be related to risk-taking (i.e., sensation-seeking and Big-Five personality factors). In a study with 360 participants, the results showed that for both men and women, those who took more risks in daily life also reported cursing more than others. Men and women who scored higher on disinhibition and experience-seeking reported taking more risks and cursing more than others. Men and women who scored higher in conscientiousness reported taking fewer risks and reported cursing less than others. The results of a multiple regression analyses showed that frequency of curse word usage was predicted by disinhibition and risk-taking, and cursing behavior was predicted by disinhibition, risk-taking, and emotional stability. Overall men reported taking more risks and cursing more often than women; however, in the multiple regression analyses, participant sex was not among the significant predictors. Theoretical implications and directions for future research are discussed.  相似文献   

18.
We challenge the prevailing notion that risk taking is a stable trait, such that individuals show consistent risk-taking/aversive behavior across domains. We subscribe to an alternative approach that appreciates the domain-specific nature of risk taking. More important, we recognize heterogeneity of risk profiles among experimental samples and introduce a new methodology that takes this heterogeneity into account. Rather than using a convenient subject pool (i.e., university students), as is typically done, we specifically targeted relevant subsamples to provide further validation of the domain-specific nature of risk taking. Our research shows that individuals who exhibit high levels of risk-taking behavior in one content area (e.g., bungee jumpers taking recreational risks) can exhibit moderate levels in other risky domains (e.g., financial). Furthermore, our results indicate that risk taking among targeted subsamples can be explained within a cost-benefit framework and is largely mediated by the perceived benefit of the activity, and to a lesser extent by the perceived risk.  相似文献   

19.
Women are often depicted as sex objects rather than as human beings in the media (e.g., magazines, television programs, films, and video games). Theoretically, media depictions of females as sex objects could lead to negative attitudes and even aggressive behavior toward them in the real world. Using the General Aggression Model (Anderson & Bushman, 2002) as a theoretical framework, this meta-analytic review synthesizes the literature on the effects of sexualized media (both violent and nonviolent) on aggression-related thoughts, attitudes, and behaviors. Our sample includes 166 independent studies involving 124,236 participants, which yielded 321 independent effects. Overall, the effects were “small” to “moderate” in size (r = .16 [.14–.18]). Significant correlations were found in experimental, cross-sectional, and longitudinal studies, indicating a triangulation of evidence. Effects were stronger for violent sexualized media (r = .25 [.19–.31]) than for nonviolent sexualized media (r = .15 [.13–.17]), although the effects of nonviolent sexualized media were still significant and nontrivial in size. Moreover, the effects of violent sexualized media on aggression were greater than the effects of violent non-sexualized media on aggression obtained in previous meta-analyses. Effects were similar for male and female participants, for college students and non-students, and for participants of all ages. The effects were also stable over time. Sensitivity analyses found that effects were not unduly influenced by publication bias and/or outliers. In summary, exposure to sexualized media content, especially in combination with violence, has negative effects on women, particularly on what people think about them and how aggressively they treat them.  相似文献   

20.
Although numerous experiments have shown that exposure to violent video games (VVG) causes increases in aggression, relatively few studies have investigated the extent to which this effect differs as a function of theoretically relevant individual difference factors. This study investigated whether video game content differentially influences aggression as a function of individual differences in trait anger. Participants were randomly assigned to play a violent or nonviolent video game before completing a task in which they could behave aggressively. Results showed that participants high in trait anger were the most aggressive, but only if they first played a VVG. This relationship held while statistically controlling for dimensions other than violent content on which game conditions differed (e.g. frustration, arousal). Implications of these findings for models explaining the effects of video games on behavior are discussed.  相似文献   

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