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1.
本研究采取前后测实验设计,以内隐联想测验和Buss的攻击性问卷为研究工具,探讨了媒体暴力对大学生攻击性的长时效应和短时效应。结果发现:(1)个体实验前接触媒体暴力的程度越强烈,内隐攻击性越强,外显攻击性也越强;(2)接触暴力视频游戏10分钟就会增强个体的内隐攻击性,接触非暴力视频游戏10分钟对个体的内隐攻击性没有影响;接触暴力和非暴力视频游戏10分钟对个体的外显攻击性没有影响;(3)外显攻击性基线水平和游戏类型的交互作用不显著;内隐攻击性基线水平和游戏类型交互作用显著。内隐攻击性基线水平较高的个体,游戏类型对其内隐攻击性的影响差异不显著;内隐攻击性基线水平较低的个体,暴力视频游戏增加了他们的内隐攻击性,非暴力视频游戏对他们的内隐攻击性没有影响。  相似文献   

2.
暴力电子游戏对攻击行为及相关变量的影响   总被引:3,自引:0,他引:3  
文章综述了暴力电子游戏对攻击行为及相关变量影响的测量方法和实证研究结果,分析了这种影响的心理机制和特点,文章认为对这种心理机制的理论探讨经历了四个阶段,元分析表明暴力电子游戏增加了游戏者的攻击行为、攻击认知、攻击情感、生理唤醒,最后文章指出以往研究中存在的问题和未来可能的发展方向  相似文献   

3.
Recent research efforts have focused on examining the relationship between environmental and physiological factors to better understand the effect that childhood chronic stress might have on adult health outcomes. This study examines the relation between childhood parental aggression exposure and the sympathetic nervous system (SNS), as measured by resting skin conductance levels (SCLs). Participants (N = 155) completed retrospective self-report measures of childhood exposure to interparental aggression and physically aggressive parenting. The 2-way interaction between exposure to physically aggressive parenting and interparental aggression accounted for unique variance in adulthood SCL. Sex differences emerged in this relationship. Results suggest that the type of aggression exposure might play an important role in the relationship between stressors in youth and resting SNS activity in adulthood. Future research areas are identified, including the need to examine plasticity in the SNS depending on the age of experienced aggression and the age of intervention.  相似文献   

4.
以Anderson为核心的研究者通过数十年研究发现, 暴力电子游戏是攻击行为产生的前因变量, 并且提出可以用一般攻击模型(General Aggression Model, GAM)来解释这一结论。然而, Ferguson等人的研究表明, 暴力电子游戏不是攻击行为产生的前因变量, 而是攻击行为产生的催化剂, 并提出催化剂模型(Catalyst Model, CM)来解释该结论。由于社会心理研究中, 实验研究难以严格控制, 导致研究结果大径相庭, 暴力电子游戏影响攻击行为的争论还在不断扩大。未来要加强对暴力电子游戏和攻击行为的测量, 同时还需整合一般攻击模型和催化剂模型指导实证研究, 最后从认知偏差以及社会认知神经科学视角寻求暴力电子游戏对攻击行为影响的新证据。  相似文献   

5.
分别采用词汇按键反应任务和EAST范式测查了攻击性认知的流畅性和内隐攻击性评价,旨在考察游戏中攻击动机对攻击性的影响,结果发现:暴力视频游戏的影响效应不仅与暴力内容有关,还受制于攻击动机和玩家的暴力游戏经验;且长期玩暴力游戏会使被试对暴力产生脱敏,表现为攻击性认知的流畅性低,对攻击的评价更积极。本研究表明,暴力视频游戏对个体攻击性的影响需综合考虑多种因素。  相似文献   

6.
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   

7.
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   

8.
对国内外现有的暴力游戏影响青少年攻击性认知的实验研究进行元分析。总共纳入24篇研究, 产生28个独立样本, 涉及被试2449人。结果表明, 暴力游戏助长青少年攻击性认知的总效应接近中等程度; 暴力游戏对青少年攻击性认知的效应受文化类型和被试群体类型的调节, 但不受测验方法的影响, 西方文化的效应值显著大于东方文化的效应值; 其对小学生、大学生、中学生攻击性认知的影响效力依次递减, 各测验方法之间的效应值差异并不显著。  相似文献   

9.
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   

10.
In the current study, two mediational mechanisms, parenting practices and children's beliefs about aggression, were hypothesized to account for the relationship between perceived neighborhood danger and childhood aggression. Using structural equation modeling, data were analyzed from an inner-city school-based sample of 732 predominantly African American 5th graders. Results suggested that perceived neighborhood danger was associated with strong positive beliefs about aggression, which in turn was associated with high levels of aggression. The hypothesized mediating role of parenting practices (restrictive discipline, parental monitoring, and parental involvement) on the relation between perceived neighborhood danger and child aggression was not supported. However, the current findings suggest that children's positive beliefs about aggression mediated the relationship between restrictive discipline and aggression. Directions for future research are discussed.  相似文献   

11.
It is well known that violent video games increase aggression, and that stress increases aggression. Many violent video games can be stressful because enemies are trying to kill players. The present study investigates whether violent games increase aggression by inducing stress in players. Stress was measured using cardiac coherence, defined as the synchronization of the rhythm of breathing to the rhythm of the heart. We predicted that cardiac coherence would mediate the link between exposure to violent video games and subsequent aggression. Specifically, we predicted that playing a violent video game would decrease cardiac coherence, and that cardiac coherence, in turn, would correlate negatively with aggression. Participants (N = 77) played a violent or nonviolent video game for 20 min. Cardiac coherence was measured before and during game play. After game play, participants had the opportunity to blast a confederate with loud noise through headphones during a reaction time task. The intensity and duration of noise blasts given to the confederate was used to measure aggression. As expected, violent video game players had lower cardiac coherence levels and higher aggression levels than did nonviolent game players. Cardiac coherence, in turn, was negatively related to aggression. This research offers another possible reason why violent games can increase aggression—by inducing stress. Cardiac coherence can be a useful tool to measure stress induced by violent video games. Cardiac coherence has several desirable methodological features as well: it is noninvasive, stable against environmental disturbances, relatively inexpensive, not subject to demand characteristics, and easy to use. Aggr. Behav. 39:64‐70, 2013. © 2012 Wiley Periodicals, Inc.  相似文献   

12.
Media Violence and Social Neuroscience: New Questions and New Opportunities   总被引:1,自引:0,他引:1  
ABSTRACT— Decades of research have demonstrated that exposure to violence on television can cause increases in aggression. The recent emergence of violent video games has raised new questions regarding the effects of violent media. The General Aggression Model (GAM) predicts that exposure to violent media increases aggressive behavior through one of three primary pathways (arousal, cognitions, and affect). Past psychophysiological research has supported GAM but has been limited to examining arousal-related variables. Recent advances in social neuroscience have opened the door to investigations of exposure to violent media on cognitive and affective components and their neurocognitive underpinnings. Neuroscience tools have the potential to provide answers to the new questions posed by recent advances in media technology.  相似文献   

13.
Research supports a high comorbidity between compulsive sexual behaviors (CSBs) and substance use disorders (SUDs), which are both classified by increased impulsivity. Literature has also indicated that increased impulsivity and substance use are associated with aggression. However, no known research has examined the relationship between CSBs and aggression among a substance-dependent population. The purpose of this study was to examine this relationship. Participants included 349 male patients in treatment for SUDs. Results indicated that after controlling for alcohol and drug use and problems and age, CSBs were significantly associated with total aggression, aggressive attitudes, physical aggression, and verbal aggression. This is the first known study to examine this relationship; thus continued research is needed to extend and replicate these findings.  相似文献   

14.
The current study examined whether proactive and reactive aggression were associated with the risk for initiation of substance use from fourth to ninth grade in a sample of 126 aggressive children (66% male). In addition, the study examined whether these functions of aggression increased risk for initiation via peer delinquency and peer rejection. Proactive aggression was marginally significantly directly associated with risk for initiation of alcohol use and indirectly associated with risk for initiation of marijuana and tobacco use through peer delinquency. Reactive aggression was associated with increased risk for initiation of tobacco and marijuana use through a complex chain that included both peer rejection and peer delinquency. However, high levels of reactive aggression that did not lead to peer rejection were negatively associated with risk for initiation of tobacco and marijuana use. Implications for intervention are discussed.
Paula J. FiteEmail: Email:
  相似文献   

15.
采用创伤暴露问卷、基于DSM-5的创伤后应激障碍症状核查表、流调中心用抑郁量表和青少年行为问题调查表,在雅安地震3.5年后对地震极重灾区的703名中学生进行调查,考察创伤暴露对暴力行为和自杀意念的影响,并检验创伤后应激障碍和抑郁在其中的中介作用。结果发现:创伤暴露可以直接正向预测暴力行为和自杀意念,PTSD在创伤暴露对暴力行为和自杀意念的影响间起中介作用,抑郁仅在创伤暴露对自杀意念的影响间起中介作用,而在创伤暴露对暴力行为影响间的中介效应不显著。  相似文献   

16.
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   

17.
采用创伤暴露问卷、基于DSM-5的创伤后应激障碍症状核查表、流调中心用抑郁量表和青少年行为问题调查表,在雅安地震3.5年后对地震极重灾区的703名中学生进行调查,考察创伤暴露对暴力行为和自杀意念的影响,并检验创伤后应激障碍和抑郁在其中的中介作用。结果发现:创伤暴露可以直接正向预测暴力行为和自杀意念,PTSD在创伤暴露对暴力行为和自杀意念的影响间起中介作用,抑郁仅在创伤暴露对自杀意念的影响间起中介作用,而在创伤暴露对暴力行为影响间的中介效应不显著。  相似文献   

18.
The present investigation tested the hypothesis that executive functioning (EF) would mediate the relation between difficult temperament (DT) and aggressive behavior. This model was tested in 310 adult men and women. DT was measured using the Dimensions of Temperament Scale—Revised, EF was measured using 7 well-established neuropsychological tests, and aggression was assessed using the Buss–Perry Aggression Questionnaire. EF successfully mediated the DT–aggression relation for men, however, the model did not hold for women. Results are discussed with regard to how they influence current models of aggressive behavior as well as their implications for future violence prevention efforts.  相似文献   

19.
The link between callous-unemotional (CU) traits in youth and delinquent, aggressive and violent behavior is well-replicated in the literature. However, the mediating effects of violence exposure on this relationship are unclear. The current study addresses this important gap in the literature with a sample of 88 detained, primarily ethnic minority adolescent boys (M age?=?15.57; SD?=?1.28). Results indicate that exposure to violence fully mediated the relationship between CU traits and violent delinquency, and this pattern of mediation was accounted for by exposure to witnessed violence, but not direct violent victimization. Secondly, exposure to violence, both direct and witnessed forms, also mediated the relationship between CU traits and drug delinquency. These findings suggest that (a) the well-established link between CU traits and violence may be attributed to high rates of witnessed violence among this subpopulation, and (b) specific types of violence exposure may be important for predicting the offending patterns of youth high on CU traits. Theoretical and practical implications are discussed.  相似文献   

20.
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   

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