首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 8 毫秒
1.
2.
On 4 consecutive days, respondents were exposed to gratuitously violent or nonviolent intact feature films. They rated the entertainment value of these films. One day after exposure to the last film of the series, respondents participated in ostensibly unrelated research on emotion recognition. As they performed a test, they were neutrally or abusively treated by a research assistant. Thereafter, they were put in a position to harm this assistant. Both provocation and exposure to violent films were found to foster markedly increased hostile behavior. These effects were noninteractive. Moreover, these effects were uniform for respondent gender. Compared to men, women exhibited less hostility overall, however. The findings thus show that prolonged exposure to gratuitously violent films is capable (a) of escalating hostile behavior in provoked men and women, and (b) perhaps more importantly, of instigating such behavior in unprovoked men and women.  相似文献   

3.
For many, the concept of videogame addiction seems far-fetched, particularly if their concepts and definitions of addiction involve the taking of drugs. This paper overviews the small, but growing area of videogame addiction and then examines the treatment options available for those affected by excessive videogame playing. An overview of the available empirical literature appears to indicate that adverse effects are likely to affect only a relatively small subgroup of players and that frequent players are the most at-risk for developing problems. Worldwide, there are relatively few practitioners that specialise in the treatment of videogame addiction and this may be because there are so few players who are genuinely addicted to playing videogames. However, the Internet may be facilitating excessive online game playing as evidenced by the increasing number of specialist addiction treatment clinics for online videogame addiction. This paper overviews the various approaches that have been used as an intervention in treating videogame addicts, including online support groups, 12-step programmes, behavioural and cognitive-behavioural therapies, and motivational interviewing.  相似文献   

4.
Psychological flow states experienced during videogame play was the topic of this study. Flow is defined as a pleasurable, immersive state experienced when engaged in a challenging task for which one has requisite skills, and has been suggested as the primary reward of videogame play. One hundred eighty-five adult videogame players completed a survey of videogaming patterns, experiences of flow states during videogaming, and a measure of personality traits. Results indicate that individual dimensions of flow were reported as moderately frequent during videogaming, and showed strong coherence in a factor analysis. Personality traits reflecting a high need to learn and low need for activity predicted weekly videogaming hours in a path analysis model. Traits reflecting high need to learn, high need to compete, and low need for activity predicted frequency of videogaming flow experiences. Participant sex predicted flow as well, favoring males. Weekly videogaming hours modestly predicted frequency of flow experiences in a positive direction. Results are generally consistent with previous research on trait and motivational predictors of videogaming as well as supporting theoretical proposals about game-induced flow experiences.  相似文献   

5.
Studies have found evidence that, after playing violent videogames for 20 min, people experience a mean short‐term increase in aggression, hostility, and anger. The current research investigated whether or not players habituate during longer, more realistic lengths of play. Participants (N = 98) were randomly assigned to play the game Quake III Arena for either 20 or 60 min. Participants in the long condition showed a smaller change in state anger (CSA) from pre‐ to post‐gameplay than those in the short condition, although this did not reach significance. Change in scores for gamers (not novice players) showed that short gaming led to a larger increase in anger ratings than long gaming. When the results for violent videogame players were analysed separately, there was no significant increase in anger post‐gameplay—irrespective of length of time playing. Results also supported the hypotheses that females would show a significantly larger CSA than males and that participants previously unexposed to violent videogames would show a significantly larger CSA than exposed participants.  相似文献   

6.
Drawing on stress and justice literature, we argue that perceptions of job insecurity induce feelings of low procedural justice, which has immediate and prolonged negative effects on health (depressive symptoms, sleep difficulties). Moreover, we explore whether the strength of the job insecurity–justice relationship differs between individuals as a function of their average level of job insecurity over time. Finally, we explore whether the procedural justice–health relationship differs between individuals as a function of variability in justice perceptions over time. We analyzed Swedish panel data from permanent workers over four consecutive waves (with a two-year time lag between waves) using multilevel analysis, separating within- and between-person variance. Results showed that job insecurity associated negatively with procedural justice at the same time point for all waves. Prolonged effects were less stable. We found immediate (but not prolonged) indirect effects of job insecurity on health outcomes via procedural justice. Average levels in job insecurity over time moderated the within-person job insecurity–justice relationship. However, variability in procedural justice over time did not moderate the within-person justice–health relationship. In conclusion, disentangling within- and between-person variability of job insecurity and justice perceptions contributes to the understanding of health effects.  相似文献   

7.
We examined cardiovascular (CV) reactivity and hostility among 30 male undergraduates after either nonviolent (billiards) or 1 of 2 levels of violent videogame play. Violence varied among 2 versions of the game Mortal Kombat (MK1 = less violent, MK2 = more violent)—all other factors (graphics, sound) were held equal. As expected, increased game violence elicited greater CV reactivity and higher scores on hostility measures. Subjects who played MK1 or MK2 had higher heart rate reactivity than those who played billiards. Subjects who played MK2 showed greater systolic blood pressure reactivity than those who played MK1 or billiards. Finally, subjects who played MK2 scored higher on the hostility measures than those who played MK1, who in turn scored higher than those who played billiards. These results indicate that the level of videogame violence, not just violence per se, should be of concern to consumers.  相似文献   

8.
9.
The potential effects of aerobic exercise on creative potential were explored both immediately following moderate aerobic exercise and after a 2-hr lag. Sixty college students participated in an experiment consisting of 3 regimens varying the time when a Torrance Test of Creative Thinking was taken in relation to exercise completion. The results supported the hypotheses that creative potential will be greater on completion of moderate aerobic exercise than when not preceded by exercise (immediate effects), that creative potential will be greater following a 2-hr lag time following exercise than when not preceded by exercise (residual effects), and that creative potential will not be significantly different immediately following exercise than after a 2-hr lag time following exercise (enduring residual effects). Limitations and implications for future research were discussed.  相似文献   

10.
Harrison  Lisa A.  Esqueda  Cynthia Willis 《Sex roles》2000,42(11-12):1043-1057
This research examines the mutual influence of race and victim drinking on college students' domestic violence attributions. Participants were 200, predominately White, middle-class college students. They read a vignette depicting a domestic violence incident. Manipulated within the vignette were batterer race, victim race, and victim drinking. After reading the vignette, participants completed a questionnaire concerning their perceptions of the domestic assault. Results indicate batterers in interracial relationships are attributed more guilt than batterers in same-race relationships. In addition, when domestic violence victims drink alcoholic beverages before a domestic assault, more responsibility for the assault is attributed to Black victims than to their White counterparts. Furthermore, domestic violence victims who drink alcohol are ascribed more blame and derogation in comparison to abstinent domestic violence victims. We examine these findings in relation to stereotypes and gender-role violations. Implications for actors involved in domestic violence are also discussed.  相似文献   

11.
Aggressive impulses arise from many factors, but they are usually held in check by social norms for self-control. Thus, the proximal cause of aggression is often failure of self-restraint. In five studies, depleted capacity for self-regulation (caused by prior, even irrelevant acts of self-regulation) increased aggressive responding, especially after an insulting provocation. When participants were insulted and their self-regulatory strength was depleted (i.e., after completing previous tasks that required self-regulation), participants were more likely to aggress. When the urge to aggress was relatively weaker (i.e., when participants were not insulted), self-regulatory depletion did not increase aggressive behavior. This effect was moderated by trait self-control: Participants low in trait self-control were particularly likely to express intentions of behaving aggressively in response to provocation, whereas participants high in trait self-control did not express intentions of responding aggressively. Laboratory, autobiographical memory, and hypothetical responses confirmed the pattern.  相似文献   

12.
The authors explored adolescent physical fighting and weapon carrying, using in‐home interviews with 1,098 middle/high school students and their parents. Logistic regression analyses examined the relationship between youth assets and the risk behaviors while controlling for demographic information. Both demographic factors and assets were associated with no physical fighting, and 6 of 9 assets were linked to not carrying a weapon. These findings indicate that certain assets may protect youth from physical fighting and carrying a weapon.  相似文献   

13.
Two studies investigate the psychological processes underlying short- and long-term effects of video game violence on interpersonal trust. Study 1 demonstrates that interacting with physically aggressive virtual agents decreases players' trust in subsequent interactions. This effect was stronger for players who were dispositionally sensitive to victimization. In Study 2, long-term effects of adolescents' frequent exposure to video game violence on interpersonal trust and victim sensitivity were investigated. Cross-lagged path analyses show that the reported frequency of playing violent video games reduced interpersonal trust over a period of 12 months, particularly among victim-sensitive players. These findings are in line with the sensitivity to mean intentions (SeMI) model, and they suggest that interpersonal mistrust is a relevant long-term outcome of frequent exposure to video game violence.  相似文献   

14.
This study investigated the impact of television violence on memory for advertising, taking into account the possible role of viewer hostility arousal in this context. Experimental participants were exposed to advertising placed within a violent or a nonviolent film clip. One advertisement had 2 versions–violent and nonviolent–and was presented with 2 other nonviolent filler advertisements. Participants completed a mood questionnaire before and after being exposed to the television material, tested for memory for the embedded advertising and asked to rate the film clips and the advertisements using a set of evaluative scales. The nonviolent version of the target advertisement was less well remembered when placed in the violent film than in the nonviolent film, supporting Bushman and Bonacci (2002). In contrast, the violent version of the target advertisement was remembered much better than the nonviolent version when placed in the violent film sequence. Participants' hostility scores were higher only after watching the violent film, and associated with an impairment in the memory of the nonviolent advertisements, while enhancing the memory of the violent advertisement, thus providing some support for Bushman's (1998a) hostile-thought hypothesis.  相似文献   

15.
16.
为了检验即刻学习判断对内外部线索的敏感性,实验一被试为22名高中生,材料为三列含15个词语的清单,先逐个呈现词语系列位置信息,被试在学习前进行即刻学习判断,结果发现学习判断有显著首因效应,表明学习判断对系列位置信息这一外部线索比较敏感。实验二被试为20名高中生,先逐个呈现词语系列位置信息,被试在学习后进行即刻学习判断,结果发现学习判断同样有显著首因效应,表明学习判断对内部线索的敏感性并未强于外部线索。  相似文献   

17.
The Psychological Record - A recent study (Crosbie & Kelly, 1994) showed that brief externally imposed postfeedback delays improved performance in computerized programmed instruction. The...  相似文献   

18.
The present study examined the effects of perpetrator gender, victim confrontation, observer gender, and observer exposure to violence on attributions of blame and responsibility for partner violence. Data were collected from 728 college-aged students enrolled at two southeastern universities in the United States. Results demonstrated gendered biases among both male and female respondents. Men and women attributed less responsibility and blame to female perpetrators than male perpetrators, especially if the perpetrator was provoked. Moreover, exposure to violence was important for predicting attributions, and some of the evidence for observer effects were reduced to non-significance once these variables were added to the model.  相似文献   

19.
本研究将移情作为影响个体暴力态度的情境变量,通过对移情的启动来考察状态移情对暴力态度的影响。实验1在启动被试的移情感后,采用暴力IAT的方法考察被试内隐暴力态度的变化;实验2则在移情启动之后,用FMMU变态人格危险性评估问卷中的冲动倾向(VIO)考察被试的外显暴力的变化。实验结果显示,在启动被试的移情感后,我们没有发现被试的内隐和外显暴力态度发生显著变化,但经移情和性别的交互作用检验后发现,移情的启动减弱了男性被试的外显暴力态度,而对女性被试没有影响。研究结果表明,移情与暴力态度之间不存在内隐联结关系。根据以往的研究结果,移情对暴力态度的影响一是取决于意识层面的认知加工过程,二是与个体的特质性移情水平的高低有关。  相似文献   

20.
A wide range of children's developmental outcomes are compromised by exposure to domestic violence, including social, emotional, behavioral, cognitive, and general health functioning. However, there are relatively few empirical studies with adequate control of confounding variables and a sound theoretical basis. We identified 41 studies that provided relevant and adequate data for inclusion in a meta-analysis. Forty of these studies indicated that children's exposure to domestic violence was related to emotional and behavioral problems, translating to a small overall effect (Z r = .28). Age, sex, and type of outcome were not significant moderators, most likely due to considerable heterogeneity within each of these groups. Co-occurrence of child abuse increased the level of emotional and behavioral problems above and beyond exposure alone, based on 4 available studies. Future research needs are identified, including the need for large-scale longitudinal data and theoretically guided approaches that take into account relevant contextual factors.  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号