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1.
电子游戏颇受儿童青睐,其用户日趋低龄化,它对幼儿的影响不容小觑。本实验以双人合作/竞技游戏为载体,考查了短时接触电子游戏对60名4~6岁幼儿的同伴交往与亲社会行为的影响,结果发现:1)幼儿与非好友玩伴共同接触双人电子游戏后会变得更喜欢自己的搭档,将其视为新好友并更希望未来与其交往;2)合作比竞技游戏更能促使幼儿喜爱玩伴,竞技游戏的获胜者比失败者更喜欢其搭档;3)年长比年少幼儿更喜欢与同伴交往;4)与其他非好友同伴相比,幼儿更愿意帮助自己的搭档。这表明短时接触内容适宜的双人电子游戏对幼儿的同伴交往和亲社会行为发展较为有益。  相似文献   

2.
以38名大学生和研究生为被试,采用Chicken Game实验范式测量合作行为,考察了单人和双人合作模式游戏后,性别和游戏习惯对玩家在博弈决策中合作行为的影响。结果表明:(1)双人合作模式游戏可以促进玩家在博弈决策中的合作行为;(2)双人合作模式游戏后,男玩家(相比女玩家)在博弈决策中的合作行为更多;(3)玩游戏的习惯影响博弈决策中的合作行为,相比于经常习惯与现实朋友玩游戏和独自玩游戏的玩家,经常习惯与网友玩游戏的玩家在双人合作模式游戏后的合作行为更多。本研究不仅证实了一般学习模型,也证实了亲社会合作类视频游戏可以有效促进博弈决策中的合作行为。  相似文献   

3.
幼儿心理理论的发展与其日常同伴交往关系的研究   总被引:7,自引:0,他引:7       下载免费PDF全文
通过行为观察(儿童与同伴的一对一游戏)、同伴提名和教师评估,探讨心理理论发展与儿童日常同伴交往之间的关系。52名4~5岁的学前儿童参与了本实验。研究结果表明:(1)4岁以后,儿童的心理理论能力产生了实质性的变化。(2)幼儿心理理论的发展与儿童游戏情境中的同伴交往具有显著的正相关,心理理论发展水平不同的儿童在游戏中的“交往敏感”和“交往表达”两方面具有极其显著的差异。(3)儿童的心理理论水平整体上与同伴提名、教师评估相关不显著,但与儿童的亲社会行为具有紧密的关系。我们推测,儿童心理理论的发展通过影响亲社会行为间接指导儿童日常生活中的同伴交往与同伴关系。  相似文献   

4.
幼儿的社会戏剧性游戏与亲社会行为的发展   总被引:1,自引:1,他引:0       下载免费PDF全文
通过在一个幼儿园中班开展为期一年的社会戏剧性游戏的实验研究,发现不论用间接故事法,还是用情境观察法测定,实验班幼儿的分享、谦让、合作和互助等亲社会行为的发展都优于控制班,表明社会戏剧性游戏能够促进幼儿亲社会行为的发展.  相似文献   

5.
本研究探讨小学儿童亲社会想法和积极情绪在短时亲社会电子游戏对攻击行为影响中的作用。对杭州市两所小学二、四和六年级共270名学生进行实验和问卷调查。结果表明,与暴力和中性游戏相比,亲社会电子游戏能显著降低小学儿童的攻击行为,且男生比女生更易受亲社会游戏影响,表现出更少攻击行为;亲社会想法在亲社会电子游戏对小学生攻击行为的影响中起部分中介作用,而积极情绪在亲社会电子游戏对小学生攻击行为的影响中不起作用。  相似文献   

6.
使用中性视频游戏和亲社会视频游戏,采用单次双人给予倾向困境任务和辣酱范式分别测量被试的合作倾向和攻击倾向,旨在探究竞争性视频游戏情境对玩家合作倾向和攻击倾向的影响。结果发现:(1)在对合作倾向的影响上,无论是玩中性视频游戏还是亲社会视频游戏,竞争情境相比单人情境均能显著降低玩家的合作倾向;(2)在对攻击倾向的影响上,玩中性视频游戏,竞争情境相比单人情境能显著提高玩家的攻击倾向;但玩亲社会视频游戏,竞争情境与单人情境对玩家攻击倾向的影响差异不显著。本研究表明,游戏情境是影响玩家行为倾向的重要因素之一,在非暴力视频游戏中竞争情境对玩家行为倾向会产生消极影响,亲社会视频游戏在一定程度上能抑制竞争情境的消极效应。  相似文献   

7.
《学海》2015,(5):24-30
网络游戏世界中的玩家在互动与交流中组成了一个虚拟的社区,在这个"社区"里,游戏玩家也发生着社会化行为,实践着游戏内亲社会行为。本文通过问卷调查研究发现:在大型多人网络游戏这一"互动性"环境中,存在"游戏内互动性亲社会行为"与"游戏内服务性亲社会行为"两类游戏内亲社会行为,而且游戏内容与游戏情景对游戏内亲社会行为均有影响。进一步的研究还揭示出:游戏内容的亲社会性与游戏情景的亲社会性对游戏内互动性亲社会行为具有显著的正面影响,游戏情景的亲社会性影响强于游戏内容的亲社会性;游戏情景的亲社会性、游戏内容的亲社会性、游戏内容的暴力性、游戏情景的暴力性对游戏内服务性亲社会行为均具有显著的正面影响,强度由高到低。此外游戏内亲社会行为对线下亲社会行为的影响则随着亲社会行为类型的不同而有一定的差异。  相似文献   

8.
促进被拒绝和被忽视幼儿的同伴交往的三种训练法   总被引:15,自引:1,他引:14       下载免费PDF全文
本研究在测查了4-6岁幼儿在幼儿园的社交地位的基础上,对筛选出的被拒绝和被忽视幼儿进行干预训练,探讨行为训练、认知训练和情感训练对不同类型的同伴交往不良幼儿干预的有效性,并对被拒绝型和被忽视型幼儿同伴交往不良的可能成因做了分析。结果表明:行为训练法、认知训练法、情感训练法都可以促进同伴交往水平,三种方法之间的效果无显著差异。对被拒绝儿童采用认知训练法效果较好,对被忽视儿童采用行为训练法更好。从4岁到6岁,行为训练法的效果逐渐减弱、而认知和情感训练法的效果则逐渐提高。  相似文献   

9.
亲社会行为是个体在人际交往中表现出的谦让、帮助、合作、分享等行为,是青少年社会能力发展的重要方面。以往研究表明,安全的亲子依恋对亲社会行为具有重要影响,但亲子依恋发挥作用的具体机制及作用条件还有待深入探讨。本研究在发展系统理论及依恋理论指导下,构建一个有调节的中介效应模型,检验心理资本在亲子依恋与亲社会行为之间的中介作用,以及不良同伴交往对上述中介路径的调节作用。采用亲子依恋问卷、心理资本问卷、不良同伴交往问卷以及亲社会行为问卷对737名初中生进行测查。结构方程模型分析表明:(1)在控制了年龄、性别和社会经济地位后,亲子依恋对亲社会行为具有显著的正向预测作用。(2)中介效应检验表明,心理资本在亲子依恋与亲社会行为之间具有完全中介作用。(3)有调节的中介效应检验进一步表明,不良同伴交往调节了"亲子依恋→心理资本→亲社会行为"的前半段,即当初中生的不良同伴交往偏多时,亲子依恋对心理资本的促进作用减弱。本研究的发现表明,安全的依恋关系有利于培养初中生的心理资本,进而促进亲社会行为。但是,较高的不良同伴交往会阻碍亲子依恋积极作用的发挥。本研究验证了家庭系统、同伴系统和个人系统对亲社会行为的联合作用,对初中生亲社会行为的培养具有一定的指导意义。  相似文献   

10.
对4~6岁儿童的游戏行为、社会技能和学习行为进行问卷调查.结果发现,幼儿的游戏行为发展存在显著的年龄和性别差异.典型相关分析结果表明,游戏行为对幼儿社会技能的影响作用大于社会技能对游戏行为的影响作用,同时,游戏中的亲社会行为对幼儿的学习能力、学习动机有显著的促进作用,而破坏、退缩行为对学习能力和学习动机的形成有阻碍作用.  相似文献   

11.
Research on video games has yielded consistent findings that violent video games increase aggression and decrease prosocial behavior. However, these studies typically examined single-player games. Of interest is the effect of cooperative play in a violent video game on subsequent cooperative or competitive behavior. Participants played Halo II (a first-person shooter game) cooperatively or competitively and then completed a modified prisoner's dilemma task to assess competitive and cooperative behavior. Compared with the competitive play conditions, players in the cooperative condition engaged in more tit-for-tat behaviors-a pattern of behavior that typically precedes cooperative behavior. The social context of game play influenced subsequent behavior more than the content of the game that was played.  相似文献   

12.
This experiment examined the effect of video-game violence on cooperative decision making. Participants (N= 48) were randomly assigned to play either a violent or a nonviolent version of the video game Doom in dyads. Following the video-game task, participants were separated and given an opportunity to choose to cooperate with their partner for mutual gain, withdraw from the interaction, or exploit their partner for their own benefit. Participants in the violent condition were significantly more likely to choose to exploit their partners than participants in the nonviolent condition. These findings suggest that playing violent video games may undermine prosocial motivation and promote exploitive behavior in social interactions.  相似文献   

13.
There is great concern about the effects of playing violent video games on aggressive behavior. The present experimental study was aimed at investigating the differential effects of actively playing vs. passively watching the same violent video game on subsequent aggressive behavior. Fifty-seven children aged 10-13 either played a violent video game (active violent condition), watched the same violent video game (passive violent condition), or played a non-violent video game (active non-violent condition). Aggression was measured through peer nominations of real-life aggressive incidents during a free play session at school. After the active participation of actually playing the violent video game, boys behaved more aggressively than did the boys in the passive game condition. For girls, game condition was not related to aggression. These findings indicate that, specifically for boys, playing a violent video game should lead to more aggression than watching television violence.  相似文献   

14.
张一  陈容  刘衍玲 《心理科学进展》2016,(10):1600-1612
视频游戏对青少年行为影响的研究焦点主要集中在暴力视频游戏带来的消极影响上。随着研究的深入以及积极心理学的兴起,研究者开始关注亲社会视频游戏对青少年行为的积极影响,并进行了相关的研究,研究大多以一般学习模型为理论框架。一般学习模型认为亲社会视频游戏通过影响与亲社会相关的认知、情感和生理唤醒而对亲社会行为产生作用。已有研究显示,亲社会视频游戏会促进青少年的亲社会行为,同时减少青少年的攻击性行为。研究者们采用多种方法探索亲社会视频游戏影响青少年行为的心理机制,证明了一般学习模型的理论构想。未来研究需要进一步研究性别、人格、文化等因素的影响,并开展相关的认知神经机制研究。  相似文献   

15.
This study tested the hypothesis that violent video games are especially likely to increase aggression when players identify with violent game characters. Dutch adolescent boys with low education ability (N=112) were randomly assigned to play a realistic or fantasy violent or nonviolent video game. Next, they competed with an ostensible partner on a reaction time task in which the winner could blast the loser with loud noise through headphones (the aggression measure). Participants were told that high noise levels could cause permanent hearing damage. Habitual video game exposure, trait aggressiveness, and sensation seeking were controlled for. As expected, the most aggressive participants were those who played a violent game and wished they were like a violent character in the game. These participants used noise levels loud enough to cause permanent hearing damage to their partners, even though their partners had not provoked them. These results show that identifying with violent video game characters makes players more aggressive. Players were especially likely to identify with violent characters in realistic games and with games they felt immersed in.  相似文献   

16.
Violent video game playing has been linked to a wide range of negative outcomes, especially in adolescents. In the present research, we focused on a potential determinant of adolescents’ willingness to play violent video games: social exclusion. We also tested whether exclusion can predict increased aggressiveness following violent video game playing. In two experiments, we predicted that exclusion could increase adolescents’ preferences for violent video games and interact with violent game playing fostering adolescents’ aggressive inclinations. In Study 1, 121 adolescents (aged 10–18 years) were randomly assigned to a manipulation of social exclusion. Then, they evaluated the violent content of nine different video games (violent, nonviolent, or prosocial) and reported their willingness to play each presented video game. The results showed that excluded participants expressed a greater willingness to play violent games than nonviolent or prosocial games. No such effect was found for included participants. In Study 2, both inclusionary status and video game contents were manipulated. After a manipulation of inclusionary status, 113 adolescents (aged 11–16 years) were randomly assigned to play either a violent or a nonviolent video game. Then, they were given an opportunity to express their aggressive inclinations toward the excluders. Results showed that excluded participants who played a violent game displayed the highest level of aggressive inclinations than participants who were assigned to the other experimental conditions. Overall, these findings suggest that exclusion increases preferences for violent games and that the combination of exclusion and violent game playing fuels aggressive inclinations.
  相似文献   

17.
李晴  陈安涛 《心理科学》2018,(6):1318-1324
视频游戏是一类需要借助视听设备并基于一定剧情进行操作的游戏。先前研究大多关注暴力视频游戏对攻击等负面行为的影响,但本文着重探讨视频游戏对个体认知能力的积极影响及内在神经基础,以辩证看待视频游戏对个体心理和行为的作用。本文对前人研究归纳梳理发现,视频游戏训练能使个体认知能力得到持久改善,同时论述了视频游戏中脑神经基础和奖赏预期对认知能力的调控作用。未来研究应在规范视频游戏训练技术的基础上,用其干预靶脑区以提升个体特定脑功能。  相似文献   

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