共查询到20条相似文献,搜索用时 46 毫秒
1.
The content of games is an understudied area in social scientific research about video games. The purpose of the present study is to contribute to the understanding of the portrayal of gender and race in games. Previous research on game content has revealed that stereotypical masculine characters dominate video games and that those characters are generally White. Nowadays, quite a few video games have women in leading parts; Tomb Raider’s Lara Croft is the prototypical example. In our study we investigated the so-called ‘Lara phenomenon,’ that is, the appearance of a competent female character in a dominant position. We also studied the portrayal of men and the race of both male and female characters. We did a content analysis on the introductory films of 12 contemporary video games. Our results show that female characters appeared as often in leading parts as male characters did. They were portrayed with a sexualized emphasis on female features. Most game characters belonged to the dominant White race, the heroes exclusively so. 相似文献
2.
The bystander effect refers to the phenomenon that individuals are less likely to help if there are potential other helpers present. For instance, past research revealed that participants were less likely to help computer-controlled characters if there were other computer-controlled characters present. Research has also shown that the bystander effect occurs if the presence of others is merely imagined. The present research examined the idea that the presence of multiple characters within a video game reduces the player's helping behavior even after the video game is over. In fact, participants who played a video game with multiple characters present were less likely to devote time to assisting in a future study than participants who had played the same video game with only a single character present. 相似文献
3.
Evidence of the effects of playing violent video games on subsequent aggression has been mixed. This study examined how playing a violent video game affected levels of aggression displayed in a laboratory. A total of 43 undergraduate students (22 men and 21 women) were randomly assigned to play either a violent (Mortal Kombat) or nonviolent (PGA Tournament Golf) video game for 10 min. Then they competed with a confederate in a reaction time task that allowed for provocation and retaliation. Punishment levels set by participants for their opponents served as the measure of aggression. The results confirmed our hypothesis that playing the violent game would result in more aggression than would playing the nonviolent game. In addition, a Game × Sex interaction showed that this effect was larger for men than for women. Findings are discussed in light of potential differences in aggressive style between men and women. 相似文献
4.
The present study utilized an experimental design to investigate the short term effects of exposure to sexualized female video game characters on gender stereotyping and female self-concept in emerging adults. Bussey and Bandura’s (1999) social cognitive theory of gender development and differentiation was used to explicate this relationship. Undergraduate students (N?=?328) at a large U.S. Southwestern university participated in the study. Students were randomly assigned to play a “sexualized” heroine, a “non-sexualized” heroine, or no video game; then completed an online questionnaire. Female self-efficacy was negatively affected by game play with the sexualized female character. Results cautiously suggest that playing a sexualized video game heroine unfavorably influenced people’s beliefs about women in the real world. 相似文献
5.
An important question often asked when counselors-in-training read textbook discussion of gender role stereotypes, especially of older work such as the classic study by the Brovermans and their colleagues, is “Haven’t these biases been eliminated or at least reduced?” The current study was designed to replicate the work of the Brovermans and their colleagues to answer that specific question and to determine how current counselors-in-training perceive healthy adult women, healthy adult men, and healthy adults. As in the prior research, initial ratings of the social desirability of traditional gender role stereotypes were conducted, and the findings showed many similarities to past research. That investigation was followed by a modified Stereotype Questionnaire, based on the original work of Rosenkrantz, Vogel, Bee, I. Broverman, and D. M. Broverman (1968). Healthy adult women were found to be significantly different from healthy adult men as well as from healthy adults. In addition, the results suggest that there have been changes in counselors’ perceptions of healthy adults. Counselors-in-training were found to hold two standards for mental health—one for women and another for men. 相似文献
6.
为了探讨亲社会视频游戏对玩家人性化知觉的影响, 研究以大学生为被试, 通过两个实验, 分别采用自陈报告法和单类别内隐联想测验技术考察了亲社会视频游戏对玩家自我及他人外显及内隐人性化知觉的影响。结果发现:(1)相对于中性游戏, 不论是普遍人性, 还是独特人性, 亲社会视频游戏均可提高玩家对自我及他人外显的人性化知觉水平;(2)相对于中性游戏, 亲社会游戏可显著提高玩家对自我及他人独特人性的内隐知觉水平, 也可提升对自我普遍人性的内隐知觉水平, 但对他人普遍人性的内隐知觉的效应不明确。这些结果表明, 亲社会视频游戏对于提升玩家对自我和他人的人性化知觉水平具有重要作用。 相似文献
7.
Four studies apply self-determination theory (SDT; Ryan & Deci, 2000) in investigating motivation for computer game play,
and the effects of game play on well-being. Studies 1–3 examine individuals playing 1, 2 and 4 games, respectively and show
that perceived in-game autonomy and competence are associated with game enjoyment, preferences, and changes in well-being
pre- to post-play. Competence and autonomy perceptions are also related to the intuitive nature of game controls, and the
sense of presence or immersion in participants’ game play experiences. Study 4 surveys an on-line community with experience
in multi-player games. Results show that SDT’s theorized needs for autonomy, competence, and relatedness independently predict
enjoyment and future game play. The SDT model is also compared with Yee’s (2005) motivation taxonomy of game play motivations.
Results are discussed in terms of the relatively unexplored landscape of human motivation within virtual worlds. 相似文献
8.
Past research demonstrates that heterosexuals perceive gay men to have traditionally feminine characteristics. Guided by Social Role Theory (Eagly, 1987), we predicted that this stereotype would differ depending on a gay man’s specific social role. To test this idea, participants rated five gay targets (father, single man, hairdresser, truck driver, typical gay man) on stereotypically masculine (e.g., ambitious, leader) and feminine (e.g., affectionate, sensitive) personality attributes. Gay men in traditionally masculine roles (truck driver, single man) were rated as less feminine than gay men in traditionally feminine roles (hairdresser, parent). In addition, gay men in feminine roles were perceived as more similar to the typical gay man than were those in masculine roles. Suggestions for future research are discussed. 相似文献
9.
老龄化已成为世界性问题, 数字化技术的发展以及视频游戏的迅速普及, 使视频游戏对老年人的影响也逐渐为研究者所关注。游戏中认知功能的训练能有效延缓认知老化; 游戏中体验到的积极情绪以及与其他玩家的互动可以提高心理健康水平; 网络视频游戏还能增加老年人的社会交往, 扩大社交网络, 增强社会功能; 此外, 互动视频游戏还能使老年人进行更多的身体锻炼。未来研究应进一步探讨视频游戏对成功老龄化更全面的影响, 老年玩家在视频游戏中的性别差异, 如何在中国文化背景下理解视频游戏带来的积极影响以及进行应用研究, 针对老年人的实际需要为游戏开发提供建议。 相似文献
10.
The current research examined whether visuospatial recall of both abstract and common objects was related to gender or object
familiarity. Seventy two undergraduates from a university in the Southern U.S. were asked to draw the Rey Complex Figure and
a series of common objects from memory. A pilot sample of seventy three undergraduates had previously identified common objects
as “male” “female” and “neutral” exemplars. Males were significantly better at drawing “male” and “neutral” exemplars whereas
females were better at drawing “female” exemplars. Neither gender was significantly better at the Rey task. These results
question whether males have an inherent advantage in visual memory. Results also found that experience with playing violent
video games was associated with higher visual memory recall. 相似文献
11.
以75名大学生为被试,采用3×2×2被试间设计,探讨电脑游戏暴力对个体的攻击性行为、攻击性情绪和攻击性认知的影响。结果表明:(1)暴力电脑游戏导致个体的攻击性行为增加。游戏与性别和攻击性特质的两重和三重交互作用不显著;(2)暴力电脑游戏对个体的攻击性情绪无显著影响;(3)暴力电脑游戏启动了攻击性认知。游戏、性别和攻击特质这三个变量在攻击性认知上交互作用显著,对于男性,暴力电脑游戏在高攻击性个体身上比低攻击性个体启动了更多的攻击性认知;对于女性,暴力电脑游戏对高低攻击性个体攻击性认知的启动没有显著差异。 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.
14.
Sex role orientation and its relationship to the development of identity and moral thought 总被引:2,自引:0,他引:2
EVA E. SKOE 《Scandinavian journal of psychology》1995,36(3):235-245
This paper examined the links among sex role orientation, ego identity development and moral reasoning. 76 female and 58 male students were assessed on Bern's sex role inventory, ego identity, care-based and justice-based moral thought. For women, identity was negatively related to femininity and positively related to androgyny. Also, high levels of care-based moral reasoning, i.e., a balanced concern for the welfare of self and others, was related to androgyny for women. There were no significant findings for men. No significant relationships were found between sex role orientation and justice-based moral reasoning. Thus, the results suggested that for women in particular, relinquishing the stereotyped sex role definition and becoming more androgynous is important for their ego identity as well as care-based moral development. 相似文献
15.
Christopher E Near 《Sex roles》2013,68(3-4):252-269
Content analysis of video games has consistently shown that women are portrayed much less frequently than men and in subordinate roles, often in “hypersexualized” ways. However, the relationship between portrayal of female characters and videogame sales has not previously been studied. In order to assess the cultural influence of video games on players, it is important to weight differently those games seen by the majority of players (in the millions), rather than a random sample of all games, many of which are seen by only a few thousand people. Box art adorning the front of video game boxes is a form of advertising seen by most game customers prior to purchase and should therefore predict sales if indeed particular depictions of female and male characters influence sales. Using a sample of 399 box art cases from games with ESRB ratings of Teen or Mature released in the US during the period of 2005 through 2010, this study shows that sales were positively related to sexualization of non-central female characters among cases with women present. In contrast, sales were negatively related to the presence of any central female characters (sexualized or non-sexualized) or the presence of female characters without male characters present. These findings suggest there is an economic motive for the marginalization and sexualization of women in video game box art, and that there is greater audience exposure to these stereotypical depictions than to alternative depictions because of their positive relationship to sales. 相似文献
16.
17.
《Revue Européene de Psychologie Appliquée》2016,66(1):9-13
IntroductionInternet Gaming Disorder (IGD) was introduced for the first time within the “conditions for further study” in the fifth edition of the Diagnostic and Statistical Manual of the American Psychiatric Association, and a systematic review has concluded that the only available instrument for its measurement is the Problem Video Game Playing scale (PVP). Nevertheless, this scale was presented as a diagnostic tool for adolescents, and to date no study has analyzed its properties amongst adults.ObjectiveThe aim of the study was to analyze and compare the diagnostic and psychometric properties of the PVP in adult and adolescent gamers.MethodTwo samples of adult (n = 525) and adolescent (n = 384) gamers completed a survey including patterns of play, PVP, Severity of Dependence Scale, and other measures of playing to excess.ResultsConfirmatory factor analyses revealed that the scale presents a one-factor structure that is similar to that of the original version, both in adults and adolescents. Construct validity was supported by highly significant associations between the PVP and all alternative measures of playing to excess. On the other hand, reliability values were lower than in previous studies.ConclusionsThe PVP scale's properties are appropriate for the measurement of problem video gaming in adults as well as in adolescents, but studies with clinical assessments are still needed before any cutoff value for diagnosis can be established. 相似文献
18.
暴力性的电子游戏在青少年中的普及率相当高。研究发现,暴力性电子游戏对青少年的攻击行为和情感都有影响,对于那些本身就有暴力倾向的青少年来讲更是如此。而且,这种影响存在着年龄和性别差异。其影响的机制主要有:建立并激活与攻击有关的思维网络:削弱了对攻击行为的抑制;模仿和强化;降低了对受害者的同情心等。 相似文献
19.
Latifey B. LaFleur Zachariah J. Hebert Aimee S. Dupuy 《Journal of Creativity in Mental Health》2018,13(1):58-67
This article introduces and begins to explore the use of video game technology in a therapeutic setting, providing context, rationale, and an introduction to the culture of video game players. Through the lens of play therapy, authors seek to create an awareness of the potential effectiveness of video games as a means of fostering safe self-exploration for the client. An introductory course on gaming culture and terminology is offered to better aid in the therapist’s integration and facilitation of this new modality into practice. 相似文献
20.
Children's Gender Orientation and Perceptions of Female,Male, and Gender-Ambiguous Animal Characters
The purpose of the current study was to examine the effect of preadolescent children's gender orientation on their social perception of animal characters whose gender was clearly female, clearly male, or gender-ambiguous. Nine- to 12-year-old middle-class Israeli children who had completed a Hebrew version of Boldizar's scale for gender orientation in children assigned gender to the animal characters and indicated their degree of liking for them. Children's gender orientation did not influence their perceptions of the gender of animal characters that are clearly female and clearly male, but did impact on their perceptions of the gender of ambiguous animal characters. Second, children's liking for animal characters of different apparent gender interacted with gender orientation such that children with an androgynous gender orientation did not evidence differential liking of animal characters on the basis of their apparent gender. Children's liking of the animal characters was only partly mediated by their perceptions of the gender of these animal characters. Finally, gender orientation interacted with gender in determining degree of liking for the animal characters. The findings are discussed in terms of the impact of gender stereotyping in social perception. 相似文献