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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.
暴力电子游戏的短期脱敏效应:两种接触方式比较   总被引:4,自引:0,他引:4  
郭晓丽  江光荣  朱旭 《心理学报》2009,41(3):259-266
比较主、被动接触暴力电子游戏的脱敏效应,以44名男性大学生为被试,利用生物反馈仪测量被试主动参与游戏或被动观看游戏录像前后,及随后观看暴力视频过程中皮电与心率的变化(脱敏效应的生理指标)。结果表明:(1)暴力电子游戏可以产生脱敏效应。接触游戏15分钟后,暴力游戏组观看暴力视频过程中皮电的增加值明显小于非暴力游戏组;(2)游戏的接触方式对于脱敏效应的程度无显著影响,但主动参与组对于游戏内容知觉到更高的愉快与更低的沮丧  相似文献   

3.
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   

4.
Forty male and 40 female volunteer college students were divided into two groups. Half were exposed to actual tape recorded verbal reports of violent events, and half to similar reports of nonviolent happenings. Ss who had been angered by insult prior to being exposed to violent tapes displayed significantly more aggression than Ss in an insult, nonviolent condition and Ss in a no-insult, violent condition on a subsequent “extrasensory learning” task supposedly involving shocks for incorrect responses. An unexpected finding was that Ss who had not been insulted administered significantly higher “shocks” after exposure to nonviolent reports than Ss in the no-insult, violent group. No significant sex differences were found. Results were interpreted as failing to support the catharsis hypothesis, and comparisons with the effects of visually witnessed violence were made.  相似文献   

5.
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   

6.
Experimental studies routinely show that participants who play a violent game are more aggressive immediately following game play than participants who play a nonviolent game. The underlying assumption is that nonviolent games have no effect on aggression, whereas violent games increase it. The current studies demonstrate that, although violent game exposure increases aggression, nonviolent video game exposure decreases aggressive thoughts and feelings (Exp 1) and aggressive behavior (Exp 2). When participants assessed after a delay were compared to those measured immediately following game play, violent game players showed decreased aggressive thoughts, feelings and behavior, whereas nonviolent game players showed increases in these outcomes. Experiment 3 extended these findings by showing that exposure to nonviolent puzzle-solving games with no expressly prosocial content increases prosocial thoughts, relative to both violent game exposure and, on some measures, a no-game control condition. Implications of these findings for models of media effects are discussed.  相似文献   

7.
Earlier published studies have indicated that exposure to filmed violence against women leads to decreased perceptions of violence, systematic reductions in emotional reactions, reduction in self-reported physiological arousal to the violence in the films, and a tendency for subjects exposed to the violence to judge a victim of a sexual assault presented in a more realistic context more harshly. The present study was designed to measure physiological desensitizatian (heart rate) and to investigate the relationships between this measure and other cognitive, affective, and attitudinal components of the desensitization process. Subjects were either exposed to a two-hour videotape portraying violence against women or to exciting, nonviolent material (i.e., auto races, nonviolent sex). Following this, all subjects were exposed to two brief clips of violence perpetrated by a man against a women. During these clips, all subjects’ heart rates were monitored. Afterwards mood reactions and perceptions of the perpetrators and victims depicted in the dependent measure clips were measured. The results indicated that heart rates for subjects exposed to the violent videotape were lower during the final 90 seconds of each violent dependent measure film clip than controls. Although the violence-viewing subjects experienced no change in moods, control subjects experienced significant increases in hostility, anxiety, and depression during the dependent measure clips. Subjects in the violence-viewing condition attributed less injury to the victims but greater responsibility to the perpetrators in the dependent measure clips, compared to control subjects. There was no apparent relationship between physiological desensitization and later victim/perpetrator judgments.  相似文献   

8.
The authors investigated the effects of violent portrayals in movie previews on viewers' arousal and anticipated enjoyment of movies based on their arousal-seeking tendencies. A total of 159 college students watched 6 movie previews, each in a violent or nonviolent version, and reported their expectations of enjoying watching the movies. The results show that high arousal seekers reported a higher level of anticipated enjoyment after watching the violent previews than the nonviolent previews. In contrast, low arousal seekers did not expect much difference in their enjoyment between the two versions. In line with the theory of optimal stimulation level, the results indicate that viewers' anticipated enjoyment of movies after watching violent images in previews is moderated by individuals' arousal-seeking tendencies.  相似文献   

9.
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   

10.
It is widely assumed that children like violence in cartoons, but this assumption has not been supported in existing studies that show nonviolent programs are liked just as much or more than violent programs. The present experiment extended enjoyment of media violence research by testing whether violence and action (independently manipulated) influenced children's liking of slapstick cartoons. We also proposed a path model to test potential indirect effects of violence and action on liking. Using animation software, four versions of a slapstick cartoon were created that varied in terms of violence (present, absent) and action (high, low). A total of 128 elementary school children watched one of the four versions of the program. Violence had no direct effect on the liking of the cartoon, but did indirectly decrease liking for males by decreasing boys' wishful identification with the anthropomorphized characters. Action increased liking for males but not for females.  相似文献   

11.
Past research shows that violent video game exposure increases aggressive thoughts, angry feelings, physiological arousal, aggressive behaviors, and decreases helpful behaviors. However, no research has experimentally examined violent video game effects on physiological desensitization, defined as showing less physiological arousal to violence in the real world after exposure to video game violence in the virtual world. This experiment attempts to fill this gap. Participants reported their media habits and then played one of eight violent or nonviolent video games for 20 min. Next, participants watched a 10-min videotape containing scenes of real-life violence while heart rate (HR) and galvanic skin response (GSR) were monitored. Participants who previously played a violent video game had lower HR and GSR while viewing filmed real violence, demonstrating a physiological desensitization to violence. Results are interpreted using an expanded version of the General Aggression Model. Links between desensitization, antisocial, and prosocial behavior are discussed.  相似文献   

12.
The effect of television violence on boys' aggression was investigated with consideration of teacher-rated characteristic aggressiveness, timing of frustration, and violence-related cues as moderators. Boys in Grades 2 and 3 (N = 396) watched violent or nonviolent TV in groups of 6, and half the groups were later exposed to a cue associated with the violent TV program. They were frustrated either before or after TV viewing. Aggression was measured by naturalistic observation during a game of floor hockey. Groups containing more characteristically high-aggressive boys showed higher aggression following violent TV plus the cue than following violent TV alone, which in turn produced more aggression than did the nonviolent TV condition. There was evidence that both the violent content and the cue may have suppressed aggression among groups composed primarily of boys low in characteristic aggressiveness. Results were interpreted in terms of current information-processing theories of media effects on aggression.  相似文献   

13.
为了更为深入地了解当前流行于青少年群体的动漫中存在的暴力内容的特点,本研究通过提名法选取了初中生最为喜爱的三部动漫影片,并采用质性的内容分析法对其暴力特点进行了分析,结果发现初中生最喜爱的三部动漫影片均为涉及较多暴力场景的动漫,且这些影片中的暴力特点主要表现为施暴者多为有魅力的英雄人物;暴力是正义的、非现实性的和缺乏幽默感的;对暴力场景进行较多的特写且较少出现血腥场景;很少描述受害者的痛苦和对受害者的态度;暴力往往会造成较大的身体伤害,但很少对施暴者进行惩罚。  相似文献   

14.
The aim of this study was to assess both violent and nonviolent offending behavior in a single, mixed‐sex population. The rationale for this is that the two types of offending are usually researched separately, despite evidence that they overlap. A comprehensive measure of general violence, intimate partner violence (IPV), and nonviolent offending behavior was administered to 116 men and 181 women, together with measures of personality and personality disorder (PD) traits, to investigate whether predictors of violent and nonviolent offending were similar or different for men and women. Men were found to perpetrate higher levels of general violence and nonviolent offenses than women, but women perpetrated significantly more IPV than men. Cluster B PD traits predicted all three offense types for women and also men's general violence and nonviolent offending. Women's general violence and men's non‐violence also had one unique risk factor each, low agreeableness, and low conscientiousness, respectively. The main difference was for IPV, where men's IPV was predicted by cluster A PD traits, indicating that men's and women's risk factors for IPV may be different, although their risk factors for the other offense types were fairly consistent. Aggr. Behav. 36:177–186, 2010. © 2010 Wiley‐Liss, Inc.  相似文献   

15.
This study investigated the desensitization to violence over a short period of time. Participants watched nine violent movie scenes and nine comedy scenes, and reported whether they enjoyed the violent or comedy scenes and whether they felt sympathetic toward the victim of violence. Using latent growth modeling, analyses were carried out to investigate how participants responded to the different scenes across time. The findings of this study suggested that repeated exposure to media violence reduces the psychological impact of media violence in the short term, therefore desensitizing viewers to media violence. As a result, viewers tended to feel less sympathetic toward the victims of violence and actually enjoy more the violence portrayed in the media. Additionally, desensitization to media violence was better represented by a curvilinear pattern, whereas desensitization to comedy scenes was better represented by a linear pattern. Finally, trait aggression was not related to the pattern of change over time, although significant effects were found for initial reports of enjoyment and sympathy. Aggr. Behav. 35:179–187, 2009. © 2009 Wiley‐Liss, Inc.  相似文献   

16.
In a community sample (N = 543) followed over 20 years, the authors studied associations among childhood family violence exposure, personality disorder (PD) symptoms, and adult partner violence. PD symptoms (DSM-III-R Clusters A, B, and C) in early adulthood partially mediated the effect of earlier childhood risks on the odds of perpetrating partner violence. The authors tested whether stability of PD symptoms from adolescence to the early 20s differs for individuals who later perpetrated partner violence. Cluster A ("Odd/Eccentric") symptoms declined less with age among partner violent versus nonviolent men and women. Cluster B ("Dramatic/Erratic") symptoms were more stable through late adolescence in partner violent men, compared with nonviolent men and violent women. Cluster C ("Anxious") symptoms were most stable among partner violent men.  相似文献   

17.
Seventy-nine psychiatric inpatients were administered a battery of psychometric instruments that obtained information about early parental loss, exposure to family violence, and behavioral problems in themselves and in their first-degree relatives. These variables were correlated with suicide and violence risk measures. Suicide risk significantly correlated with all family variables whereas violence risk correlated with behavioral problems both in oneself and in one's first-degree relatives. Moreover, suicidal and/or violent patients had experienced maternal loss significantly more frequently than the nonsuicidal/nonviolent patients. In the suicidal/violent group, age of patient at death of parents was significantly lower than in the nonsuicidal/nonviolent group. Finally, family violence was significantly correlated with behavioral problems in self and in first-degree relatives. Findings are interpreted according to the authors' theoretical model of aggression regulation.  相似文献   

18.
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   

19.
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   

20.
Prior research has indicated an association between exposure to violent media and aggressive thoughts, feelings, and behavior, potentially as a result of effects on inhibitory mechanisms. However, the role of violence in video games in modulating subsequent neural activity related to cognitive inhibition has received little attention. To examine short-term effects of playing a violent video game, 45 adolescents were randomly assigned to play either a violent or a nonviolent video game for 30 minutes immediately prior to functional magnetic resonance imaging (fMRI). During the fMRI procedure, participants performed a go/no-go task that required them to press a button for each target stimulus and withhold the response for non-target stimuli. Participants who played the violent game demonstrated a lower BOLD response in right dorsolateral prefrontal cortex (DLPFC) when responses were appropriately inhibited. The DLPFC is involved with executive functioning, including suppression of unwanted thoughts and behaviors. In addition, responses in the DLPFC demonstrated stronger inverse connectivity with precuneus in the nonviolent game players. These results provide evidence that playing a violent video game can modulate prefrontal activity during cognitive inhibition.  相似文献   

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