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1.
Three experiments examined the impact of excessive violence in sport video games on aggression-related variables. Participants played either a nonviolent simulation-based sports video game (baseball or football) or a matched excessively violent sports video game. Participants then completed measures assessing aggressive cognitions (Experiment 1), aggressive affect and attitudes towards violence in sports (Experiment 2), or aggressive behavior (Experiment 3). Playing an excessively violent sports video game increased aggressive affect, aggressive cognition, aggressive behavior, and attitudes towards violence in sports. Because all games were competitive, these findings indicate that violent content uniquely leads to increases in several aggression-related variables, as predicted by the General Aggression Model and related social-cognitive models.  相似文献   

2.
This study examined the links between desensitization to violent media stimuli and habitual media violence exposure as a predictor and aggressive cognitions and behavior as outcome variables. Two weeks after completing measures of habitual media violence exposure, trait aggression, trait arousability, and normative beliefs about aggression, undergraduates (N = 303) saw a violent film clip and a sad or a funny comparison clip. Skin conductance level (SCL) was measured continuously, and ratings of anxious and pleasant arousal were obtained after each clip. Following the clips, participants completed a lexical decision task to measure accessibility of aggressive cognitions and a competitive reaction time task to measure aggressive behavior. Habitual media violence exposure correlated negatively with SCL during violent clips and positively with pleasant arousal, response times for aggressive words, and trait aggression, but it was unrelated to anxious arousal and aggressive responding during the reaction time task. In path analyses controlling for trait aggression, normative beliefs, and trait arousability, habitual media violence exposure predicted faster accessibility of aggressive cognitions, partly mediated by higher pleasant arousal. Unprovoked aggression during the reaction time task was predicted by lower anxious arousal. Neither habitual media violence usage nor anxious or pleasant arousal predicted provoked aggression during the laboratory task, and SCL was unrelated to aggressive cognitions and behavior. No relations were found between habitual media violence viewing and arousal in response to the sad and funny film clips, and arousal in response to the sad and funny clips did not predict aggressive cognitions or aggressive behavior on the laboratory task. This suggests that the observed desensitization effects are specific to violent content.  相似文献   

3.
Attempted to clarify the 43/4-8(8-4) controversy and further research the relationship between assaultiveness and other non-MMPI measures. Sixty-one male adolescent prisoners divided into four groups according to Race and Level of Assaultiveness served as subjects for this study. Each prisoner was administered the MMPI, the Buss-Durkee Hostility Scale and the Rotter I-E scale. The results suggest that the 4-3 code type is not an accurate predictor of violence; that elevations of F4897&6 describe the offender population (with) 8-4 describing the violent profile type); and that the Buss-Durkee Hostility scale may be valuable in assessing the violent personality.  相似文献   

4.
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   

5.
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   

6.
Past research has shown activation of aggressive cognitions in memory after media violence exposure, but has not examined priming effects of viewing relational aggression in the media. In the current study, 250 women viewed a video clip depicting physical aggression, relational aggression, or no aggression. Subsequent activation of physical and relational aggression cognitions was measured using an emotional Stroop task. Results indicated priming of relational aggression cognitions after viewing the relationally aggressive video clip, and activation of both physical and relational aggression cognitions after viewing the physically aggressive video clip. Results are discussed within the framework of the General Aggression Model.  相似文献   

7.
Two studies were conducted that tested the moderating role of video game graphics quality in the relationship between video game content and aggression-related variables. In both studies, participants played either a violent or nonviolent video game on one of three video game systems with differing technological computing power (which contributes to the realism depicted in these video games). In Study 2, the moderating and mediating role of immersion was also tested. Results showed that video game violence exposure was related to aggressive cognitions and state of hostility. Video game technology did not moderate this relationship. Finally, immersion, as an individual difference variable, did not moderate or mediate this relationship. This suggests that aggressive cognitions and feelings occur independent of how technologically advanced the graphics are and the extent to which one feels as though they are immersed in a violent video game. Implications and future research are discussed.  相似文献   

8.
Alcohol misuse and cognitions supportive of violent behaviour have been linked with higher likelihood of engaging in aggressive actions. The present study investigated the interactive effects of alcohol abuse and violent fantasy on aggressive behaviour. A community sample of 279 adults recruited from South East Queensland completed the Aggression Questionnaire, Alcohol Use Disorder Identification Test, Scheduled of Imagined Violence, and the Marlowe‐Crowne Social Desirability Scale. Controlling for age, gender, and social desirability response, participants who acknowledged fantasies about violence and higher levels of alcohol consumption reported higher levels of aggression. Importantly, the interactive effects of alcohol and fantasy indicated that the contribution of violent fantasies was greatest among individuals with high levels of alcohol use compared with individuals with low alcohol use. The current findings, in conjunction with recent experimental evidence, highlight potential concerns regarding the additive effects of alcohol and violent fantasy.  相似文献   

9.
Playing violent video games is related to increased negative affect and cardiovascular reactivity. We examined the influence of high and low aggressive priming during video‐game training on violence during game play (e.g., shooting, choking), hostility, frustration with game play, blood pressure, and heart rate. Male undergraduates (N= 36) were assigned to a high aggressive or low aggressive video‐game priming condition. After training, they played Metal Gear Solid(tm), which allows players to advance by using stealth, violence, or both. Participants in the high aggressive priming condition used significantly more violent action during game play and reported more hostility than those in the low aggressive priming condition. Heart rate was correlated with feelings of hostility. These findings indicate that both aggressive priming and use of game violence influence arousal and negative affect and might increase behavioral aggression.  相似文献   

10.
Virtually all of the research concerned with media violence has attempted to determine whether the viewing of violence is associated with or causes aggression. Little experimental research has been directed at understanding why persons view media violence. The present research experimentally tested the hypotheses that physical aggression and fantasy aggression would lead to a preference for viewing violence. In Experiment 1, undergraduate men and women were induced to express aggressive, nonaggressive, or no fantasies and were then given an opportunity to select film clips for viewing. The films chosen by men contained more violence than those chosen by women. In addition, aggressive fantasies in males, compared to nonaggressive fantasies, increased the preference for viewing violence. Experiment 2, using only males, replicated the results of the first study and also found that men who were given an opportunity to aggress physically, compared to those who had no such opportunity, were more likely to choose to view films containing violent content. These results provide an additional perspective on the relationship between the observation of violence and the expression of aggression by suggesting that the causal effects are bidirectional: Just as the viewing of violence may increase aggression, so, too, aggressive behavior may increase the preference for viewing violence.  相似文献   

11.
张学民  李茂  宋艳  李永娜  魏柳青 《心理学报》2009,41(12):1228-1236
通过实验考察游戏中的射杀动作成分和血腥成分对玩家和观看者攻击性行为和攻击性认知的影响。被试为72名男性大学生, 选用第三人称45度角的射击类游戏, 将游戏中的射杀动作成分和血腥成分进行分离, 采用竞争反应时任务范式考察攻击性行为, 采用EAST内隐认知范式考察内隐攻击性认知, 结果表明: (1) 玩家比观看者表现出更强的攻击性, 玩家表现出的攻击性行为和攻击性认知均显著强于观看者; (2) 视频游戏中的射杀动作成分导致观看者有更高的游戏卷入, 血腥成分对被试的攻击性影响强于射杀动作成分, 并使被试倾向于将攻击性进行他人归因。  相似文献   

12.
After inducing hostility toward a confederate by threatening subjects' self-esteem, subjects were then given the opportunity either to deliver shocks (Experiment 1) or to withhold rewards (Experiment 2) from their confederate. Physiological measures were taken prior to the hostility induction, shortly after the induction and, finally, after the opportunity to aggress. Measures of individual differences relating to aggressive behavior were also considered. While the experimental manipulation was the best predictor in the ‘withholding rewards’ condition, measures of dissipation-rumination tendencies and emotional vulnerability were the best predictors in the ‘shock administration’ condition. In both conditions, systolic blood pressure seemed to reflect differences in arousal as a function of the hostility induction procedure, while subjects in the withhold rewards procedure also showed a decrease in systolic pressure after having an opportunity to aggress toward the confederate. It was concluded that not only is the withholding of rewards a more ethically acceptable procedure than shock administration, but it is also more likely to reflect experimental rather than individual difference affects.  相似文献   

13.
The effect of violent video games on aggressive behavior is an important topic in the field of game research. Recently, growing evidence suggests that justified game violence decreases feelings of guilt caused by in-game immoral behavior. However, little is known about the impact on aggressive behavior, and whether other factors moderate this effect. In a two-factor experiment, we tested the impact of justification of video game violence on aggressive behavior, and whether this effect would be enhanced by game immersion. Pilot experiment 1 (N = 60) and pilot experiment 2 (N = 40) demonstrated that the justification of violence and game immersion was successfully controlled by avatar and graphics quality. In the Main experiment, 123 participants played one of four conditions of a video game (2 [justification: justified vs. unjustified violence] × 2 [immersion: high vs. low immersion]) and it was found that participants who played in the justified violence condition reported greater aggressive behavior than those in the unjustified violence condition. In addition, participants who played in high immersion reported greater aggressive behavior than those in low immersion. However, game immersion did not moderate the effects of justified violence. This unexpected effect is likely due to participants' distancing themselves from and identifying less with their violent avatars.  相似文献   

14.
In order to examine the effects of filmed violence expectancy, male subjects were induced to think that they would watch an aggressive or neutral movie. The behavioural measures of aggression of the potential viewers were collected via an interaction aggressometer that allowed subjects to manipulate the level of aversiveness of electric shocks supposedly delivered to others. Main results indicated that the mere anticipation of viewing an aggressive movie was already effective in producing the usual instigation effect of filmed violence. Evidence was also provided indicating that degree of physical provocation influenced subjects' aggressive responses. The results are discussed in terms of Berkowitz' (1984) cognitive-neoassociation analysis; anticipating a violent movie may prime aggressive behaviour.  相似文献   

15.
Recent assertions have been made that viewing violent material on film and video may influence children and adolescents who commit violent acts. It has also been proposed that heavy exposure to television violence in childhood is associated with violent crime as an adult, although others have emphasized that experiencing “real” violence as a child has a much greater effect on aggressive predispositions. Ways in which screen violence can effect behavior includes: imitation of violent roles and acts of aggression, triggering aggressive impulses in predisposed individuals, desensitizing feelings of sympathy towards victims, creating an indifference to the use of violence, and creating a frame of mind that sees violent acts as a socially acceptable response to stress and frustration. It is argued that young offenders may like violent videos because of their aggressive background and behavioral tendencies. Whether such tastes reinforce violent behavior and increase the frequency of aggressive acts and antisocial behavior is open to question. This question needs an urgent answer given the availability of violent video film either to be viewed in the home environment appropriately (i.e., the whole film in real time) or inappropriately (i.e., from one violent scene to the next viewed in slow motion and freeze-frame).  相似文献   

16.
Drawing on the mood-behavior model (G. H. E. Gendolla, 2000), 2 experiments examined moods' informational impact on effort-related cardiovascular response. After being induced into positive versus negative moods, participants performed a memory task (Experiment 1) or a letter-cancellation task (Experiment 2). Half the participants received a cue that their mood could have been manipulated. As expected, both studies found stronger reactivity of systolic blood pressure in a negative mood than in a positive mood when no cue was provided. This effect diminished in the cue conditions. Additionally, achievement corresponded to systolic blood pressure reactivity (Experiment 1), the cue manipulation had no effect on mood, and mood had a congruency effect on subjective task difficulty in the no-cue conditions (Experiment 2).  相似文献   

17.
This experiment investigated the effects of viewing films on suicide and violence on attitudes toward suicide. Non-suicidal university students were assigned to one of three groups: One group was shown a film about suicide, a second saw a film about violence, and the third saw a neutral film. Perceptions of the appropriateness of suicide and level of emotional arousal were measured by a questionnaire administered before and after the films were shown. Both the suicide and violent film groups showed increases in arousal scores after viewing the films. The results suggest that arousal became linked to cognitions specific to film content as a result of viewing the films dealing with suicide and violence. Other findings suggest that, for the suicide and violent film groups, perceived relations with parents were important predictors of film-induced changes in attitudes toward suicide.  相似文献   

18.
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   

19.
The assessment of violence potential was studied using the following scales: The Novaco Anger Inventory, the Buss-Durkee Hostility Inventory, the MMPI Hostility Control Scale (Hc), the MMPI Overt Hostility Scale (Ho), and the Marlowe-Crowne Social Desirability Scale. The five measures were evaluated for their ability to discriminate between violent and nonviolent criminals, and between criminal and normal population samples. Normative data was collected for 204 adult male felons. A correlation matrix presents interrelationships among the five scales. A comparison of mean scale scores between violent and nonviolent groups resulted in a significant discrimination in the expected direction for all but the Hc scale. A discriminant analysis procedure applied to individual items from the Novaco Anger Inventory resulted in the selection of 25 variables which identified violence prone individuals with 90% accuracy. Clinical implications are noted and recommendations for future research are made.  相似文献   

20.
国内研究者熟知的一般攻击模型认为,媒体暴力与社会暴力之间存在"因果关系"。2008年,Ferguson针锋相对地提出了催化剂模型,认为媒体暴力与社会暴力之间是"零因果"的关系,媒体暴力只是扮演着犯罪行为的文体催化剂,而不是犯罪行为的触发器。首先,介绍了催化剂模型的理论观点和近年来相关的支持性实证研究;其次,分析了催化剂模型对一般攻击模型所持观点的种种质疑;最后,总结了该领域的研究困境和未来研究的方向。  相似文献   

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