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1.
李永占 《心理科学》2022,45(4):888-895
以946名大学生为被试进行问卷调查,探讨暴力视频游戏接触对大学生网络攻击行为的影响机制。结果表明:(1) 暴力视频游戏接触正向预测大学生网络攻击行为;(2) 特质愤怒在大学生暴力视频游戏接触与其网络攻击行为及暴力态度的关系中均具有调节作用;(3) 暴力态度不仅部分中介了大学生暴力视频游戏接触对其网络攻击行为的影响,而且部分中介了特质愤怒与暴力视频游戏接触的交互作用对大学生网络攻击行为的影响。  相似文献   

2.
Violent video games and anger as predictors of aggression   总被引:2,自引:0,他引:2  
Considerable research has demonstrated that playing violent video games can increase aggression. The theoretical framework upon which a good deal of this research has rested is known as the General Aggression Model (GAM; [Anderson, C. A., & Bushman, B. J. (2002). Human aggression. Annual Review of Psychology, 53, 27–51]). The current study tested an assumption of the GAM by examining if the dispositional trait of anger moderated the relation between violent video games and aggression. A total of 167 undergraduate students (79 females, 88 males) first completed a measure of anger and were then randomly assigned to play either a non-violent or violent video game. After the video game play period, participants completed ambiguous story stems in order to assess aggression. Consistent with predictions of the GAM, anger significantly moderated the effect of video game violence on aggression. Specifically, participants who were angry were more affected by violent video games than participants who were not angry.  相似文献   

3.
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   

4.
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   

5.
Research has shown that exposure to violent video games causes increases in aggression, but the mechanisms of this effect have remained elusive. Also, potential differences in short-term and long-term exposure are not well understood. An initial correlational study shows that video game violence exposure (VVE) is positively correlated with self-reports of aggressive behavior and that this relation is robust to controlling for multiple aspects of personality. A lab experiment showed that individuals low in VVE behave more aggressively after playing a violent video game than after a nonviolent game but that those high in VVE display relatively high levels of aggression regardless of game content. Mediational analyses show that trait hostility, empathy, and hostile perceptions partially account for the VVE effect on aggression. These findings suggest that repeated exposure to video game violence increases aggressive behavior in part via changes in cognitive and personality factors associated with desensitization.  相似文献   

6.
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   

7.
An increasing number of studies reveal that self‐control is an important preventative factor for aggression. However, the involvement of potential explanatory variables has received less research attention. Drawing upon the feedback‐loop model of self‐control, the current research assumed that the preventing effect of trait self‐control on aggression may be moderated by moral disengagement. Self‐reported measures of trait self‐control, moral disengagement and aggression were administered to 946 Chinese university students. Results show that trait self‐control had a negative effect on physical aggression, verbal aggression, anger and hostility, whereas moral disengagement positively predicted each of these constructs. Of particular importance was a significant interaction between trait self‐control and moral disengagement for verbal aggression and hostility. Specifically, the preventing effect of trait self‐control on these two types of aggression was more pronounced in individuals with low rather than high moral disengagement. In conclusion, low conditional endorsement of transgressive acts and having high trait self‐control are both important individual‐difference variables that explain reduced aggression.  相似文献   

8.
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   

9.
The general aggression model (GAM) has suggested that the interaction between person factors (e.g., personality variables) and situation factors (e.g., playing violent video games [VVGs]) can increase individuals’ aggressive behaviors through their cognition (e.g., hostile attributions), affect (e.g., negative affect), and/or arousal. The present study employed a modified competitive reaction time task to test the effects of shyness, violent (vs. nonviolent) gameplay, and shyness on individuals’ positive–negative affect, hostile attributions, and aggressive behaviors. In addition, the present study also employed structural equation modeling (SEM) to test the mediation (by cognition and affect) and moderation (by shyness). Results showed that playing a VVG increased aggressive behaviors, negative affect, and hostile attributions primarily among shy participants. In addition, the results of SEM also revealed that this moderating role was mediated by negative affect and hostile attributions. The present study supported GAM and showed that individuals’ aggressive behaviors are differentially susceptible to VVGs, depending on their level of shyness in a “for bad and for worse” manner.  相似文献   

10.
This study examines how the mechanisms underlying moral disengagement serve as a mediator between anger and hostility and physical and verbal aggression. The study was carried out on 424 participants (61.1% females), aged 15 to 25 years, assessing the direct and indirect effects of the distinct variables using a hierarchical multiple regression analysis and structural equation modeling. The findings suggest that anger and hostility contribute independently and positively to physical and verbal aggression. Moreover, the relationships between anger, hostility, and aggression appear to be mediated by moral disengagement. Indeed, this process of mediation was invariant across sexes, and it tended to be stronger for physical – as opposed to verbal – aggression.  相似文献   

11.
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   

12.
Five experiments examined effects of songs with violent lyrics on aggressive thoughts and hostile feelings. Experiments 1, 3, 4 and 5 demonstrated that college students who heard a violent song felt more hostile than those who heard a similar but nonviolent song. Experiments 2-5 demonstrated a similar increase in aggressive thoughts. These effects replicated across songs and song types (e.g., rock, humorous, nonhumorous). Experiments 3-5 also demonstrated that trait hostility was positively related to state hostility but did not moderate the song lyric effects. Discussion centers on the potential role of lyric content on aggression in short-term settings, relation to catharsis and other media violence domains, development of aggressive personality, differences between long-term and short-term effects, and possible mitigating factors.  相似文献   

13.
李芮  夏凌翔 《心理学报》2021,53(7):788-797
特质愤怒是影响反应性攻击的重要人格因素, 反应性攻击的提出是基于攻击动机, 但是特质愤怒影响反应性攻击的动机机制尚不清楚。本研究假设特质愤怒可以通过增强反应性攻击的特异性动机(即敌意性动机)以及反应性攻击与主动性攻击的共同性动机(即道德准许动机)来纵向预测反应性攻击。为了检验该假设, 对5个省市共1007名大学生的特质愤怒、敌意归因偏向(代表敌意性动机)和道德推脱(代表道德准许动机)、反应性攻击与主动性攻击进行了3次追踪调查。结果显示:(1)在控制性别后, 第一个时间点的特质愤怒可以通过第二个时间点的敌意归因偏向和道德推脱预测第三个时间点的反应性攻击; (2)敌意归因偏向只能纵向预测反应性攻击, 而不能跨时间预测主动性攻击; (3)道德推脱可以纵向预测反应性攻击和主动性攻击。这一结果支持了特质愤怒影响反应性攻击的动机模型, 发展了人格与攻击关系的理论与研究, 对于揭示反应性攻击形成的动机机制具有积极作用。  相似文献   

14.
Recent acts of extreme violence involving teens and associated links to violent video games have led to an increased interest in video game violence. Research suggests that violent video games influence aggressive behavior, aggressive affect, aggressive cognition, and physiological arousal. Anderson and Bushman [Annu. Rev. Psychol. 53 (2002) 27.] have posited a General Aggression Model (GAM) to explain the mechanism behind the link between violent video games and aggressive behavior. However, the influence of violent video games as a function of developmental changes across adolescence has yet to be addressed. The purpose of this review is to integrate the GAM with developmental changes that occur across adolescence.  相似文献   

15.
In the past 2 decades, correlational and experimental studies have found a positive association between violent video game play and aggression. There is less evidence, however, to support a long-term relation between these behaviors. This study examined sustained violent video game play and adolescent aggressive behavior across the high school years and directly assessed the socialization (violent video game play predicts aggression over time) versus selection hypotheses (aggression predicts violent video game play over time). Adolescents (N = 1,492, 50.8% female) were surveyed annually from Grade 9 to Grade 12 about their video game play and aggressive behaviors. Nonviolent video game play, frequency of overall video game play, and a comprehensive set of potential 3rd variables were included as covariates in each analysis. Sustained violent video game play was significantly related to steeper increases in adolescents' trajectory of aggressive behavior over time. Moreover, greater violent video game play predicted higher levels of aggression over time, after controlling for previous levels of aggression, supporting the socialization hypothesis. In contrast, no support was found for the selection hypothesis. Nonviolent video game play also did not predict higher levels of aggressive behavior over time. Our findings, and the fact that many adolescents play video games for several hours every day, underscore the need for a greater understanding of the long-term relation between violent video games and aggression, as well as the specific game characteristics (e.g., violent content, competition, pace of action) that may be responsible for this association.  相似文献   

16.
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   

17.
《Media Psychology》2013,16(3):239-250
This study investigated the effects of violent video game play and trait hostility on attentional bias toward negatively valenced words. Following video game play, participants completed an emotional Stroop task. Results indicated greater Stroop interference for participants high in trait hostility and for participants playing violent video games. Implications of these findings are discussed with respect to current models of aggressive behavior.  相似文献   

18.
为探讨特质愤怒、道德推脱及大学生网络攻击行为之间的关系,选取450名大学生,采用特质愤怒量表、道德推脱问卷和网络攻击行为量表进行调查。结果表明:(1)特质愤怒对大学生网络攻击行为有着显著的正向影响,并间接地通过道德推脱对大学生网络攻击行为产生作用,道德推脱起部分中介作用;(2)道德推脱在特质愤怒对大学生网络攻击行为的影响中起显著的调节作用,具体而言,在高道德推脱水平下,特质愤怒能显著的正向预测大学生网络攻击行为,而在低道德推脱水平下,特质愤怒对大学生网络攻击行为的预测作用不显著。  相似文献   

19.
为考察歧视知觉对留守青少年攻击行为的影响及其作用机制,采用问卷法对662名留守中学生进行调查。结果表明:(1)歧视知觉、抑郁、愤怒、道德推脱与攻击行为两两显著正相关。(2)歧视知觉不能直接影响留守青少年攻击行为,但存在四条显著的间接路径:愤怒的简单中介作用;道德推脱的简单中介作用;抑郁和道德推脱的链式中介作用;愤怒和道德推脱的链式中介作用。因此,抑郁、愤怒和道德推脱在歧视知觉与留守青少年攻击行为之间起多重中介作用。  相似文献   

20.
在一般攻击模型(GAM)和个体-环境交互作用模型的视角下,采用儿童心理虐待与忽视量表、青少年道德推脱问卷和攻击行为问卷对696名青少年进行调查,以探讨心理虐待与忽视对青少年攻击行为的影响以及道德推脱在其中的作用机制。结果发现:(1)心理虐待与忽视与青少年攻击行为和道德推脱均呈显著正相关,道德推脱与青少年攻击行为也呈显著正相关;(2)道德推脱在心理虐待与忽视和青少年攻击行为之间起着部分中介作用,道德推脱的中介作用不存在性别差异,但存在显著的年龄差异,在初中组中,道德推脱在心理虐待与忽视和青少年攻击行为间的中介作用为部分中介,而在高中组中为完全中介;(3)道德推脱在心理虐待与忽视和青少年攻击行为之间的调节作用不显著,道德推脱的调节作用不存在年龄差异,但存在显著的性别差异,在男生组中,道德推脱在心理虐待与忽视和青少年攻击行为间的调节作用不显著,而在女生组中显著。  相似文献   

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