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151.
PurposeThe mediating relationship of self-conceptions as a risky driver on self-reported driving violations was examined for players of “drive’em up” and “circuit” racing video games using an Internet survey of automobile and racing club members. Structural equation modelling (SEM) tested Fischer et al. (2012) extended socio-cognitive model on the effects of risk-glorifying media on cognitions and actions.MethodAn Internet questionnaire was developed and relied upon validated instruments or questions derived from previous surveys. Driver club members were asked about: (1) their frequency of video game playing, (2) self-perceptions as a risky driver and (3) self-reported driving violations. SEM was performed to examine mediating effects of racing video game playing on self-reported driving violations.ResultsPlaying “drive‘em up” video games positively predicted risky self-concept (β = .15, t = 2.26), which in turn, positively predicted driving violations (β = .73, t = 8.63), while playing “circuit racing” games did not predict risky self-concept, although risky self-concept did predict driving violations (β = .72, t = 8.67).ConclusionsSelf-concept as a risky driver mediated the relationship between racing video game playing and self-reported driving violations for “drive’em up”, but not for “circuit racing” video games. These findings are congruent with Fischer and colleagues’ experimental model that self-concept as a reckless driver mediated the relationship between racing video game playing for “drive’em up”, but not for “circuit racing” games and risk-taking behavior in a video of road traffic scenarios.  相似文献   
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153.
We report a study of the behavior of starlings in laboratory situations inspired by the “prisoner's dilemma.” Our purpose is to investigate some possible mechanisms for the maintenance of cooperation by reciprocity and to investigate the process of autoshaping at a trial-by-trial level. In Experiment 1, pairs of starlings housed in adjacent cages played a discrete-trial “game” in which food could be obtained only by “cooperation.” In this game, pecking at a response key eliminated the opportunity to obtain food but produced food for the partner. If neither bird pecked, neither had the opportunity to obtain food in that trial. Some level of cooperation persisted for several sessions whether the birds had been pretrained for a high or low probability of pecking at the key. The probability of a cooperative response was higher after trials in which the partner responded (and a reward was obtained) than after trials in which neither bird responded (and no reward was obtained), but the probability of a response was even higher after trials in which the same bird had responded, even though no reward was obtained by the actor in these trials. This behavior did not require visual presence of another player, because similar results were obtained in Experiment 2 (a replicate of Experiment 1 in which the members of the pair could not see each other) and in Experiment 3, a game in which each starling played with a computer responding with “tit for tat.” Using an omission schedule, in which food was given in all trials in which the bird did not peck, Experiment 4 showed that pecking could be maintained by autoshaping. In this experiment, overall probability of pecking decreased with experience, due to a drop in the tendency to peck in consecutive trials. The probability of pecking in trials following a reinforced trial did not decrease with experience. An implementation of the Rescorla–Wagner model for this situation was capable of reproducing molar, but not molecular, aspects of our results. The results violate the predictions of several game-theoretical models for the evolution of cooperation, including tit for tat, generous tit for tat, and the superior win-stay-lose-shift.  相似文献   
154.
Computer game playing is a popular activity among adolescents yet there have been no systematic studies in the U.K. on its prevalence and its demographics. A questionnaire study was undertaken with 387 adolescents (12–16 years of age) to establish the time spent playing computer games, who they first started playing with, the reasons why they first started and why they play now and negative consequences of play. Results revealed that for many adolescents, home computer game playing can take up considerable time with 7% of the sample playing for at least 30 hours a week. Although there were no differences between males and females in who played computer games, it was established that males were found to play significantly more regularly than females.  相似文献   
155.
The popularity of video games, especially violent video games, has reached phenomenal proportions. The theoretical line of reasoning that hypothesizes a causal relationship between violent video-game play and aggression draws on the very large literature on media violence effects. Additionally, there are theoretical reasons to believe that video game effects should be stronger than movie or television violence effects. This paper outlines what is known about the relationship between violent video-game playing and aggression. The available literature on virtual reality effects on aggression is discussed as well. The preponderance of the evidence from the existing literature suggests that exposure to video-game violence increases aggressive behavior and other aggression-related phenomena. However, the paucity of empirical data, coupled with a variety of methodological problems and inconsistencies in these data, clearly demonstrate the need for additional research.  相似文献   
156.
采用R/K范式和事件相关电位技术(ERPs)分别从加工结果和加工过程考察网络游戏中化身参照的加工优势。实验1采用R/K范式比较40名玩家在不同参照条件下的记忆成绩。结果发现:化身参照的总再认正确率、R反应再认正确率和辨别力d'都显著优于他人参照, 初步证实化身参照的记忆加工优势。实验2借助ERPs内隐地考察网络游戏中20名玩家的化身参照在加工时间进程上的神经机制。结果发现:加工化身名字比熟悉他人名字诱发更大的P2 (160~260 ms)和P3 (370~600 ms)波幅, 比外国熟悉他人名字的P3潜伏期更短。结果表明, 相比较其他信息, 玩家不仅能够迅速注意到化身相关信息, 还对化身相关信息进行了更加精细和深入地加工。综上所述, 无论是记忆结果还是加工时间进程, 都存在网络游戏中的化身参照加工优势。  相似文献   
157.
The association between aggressive media and related behavior is complicated, and the role of underlying genetics has not been adequately explored. A better understanding of the role of genetics on the relationship between aggressive media and behavior, especially in young children, is critical. Using a twin/triplets sample (N = 184 children), the authors investigated the association between preschoolers' preferred media choices and their aggressive behaviors. A multimeasure methodology was utilized, examining children's reports of their preferred media games and shows, observed child negativity and aggression in the lab, and parent reports of their own and their children's aggressive behaviors. The results demonstrated a significant relationship between maternal aggression and parent-reported child aggression, especially for boys. Genetic analyses demonstrated significant heritability for children's parent-reported aggressive behaviors, supporting the biological basis of aggression, but not for media aggression preferences. Controlling for genetics, the authors found that the association between media preferences and aggressive behavior may be genetic in origin. These results emphasize the importance of considering shared genetics underlying the relationship between children's aggressive behaviors and their media preferences, as well as environmental influences. By examining preschoolers, the present study provides insight into the importance of media influences in children younger than those previously studied.  相似文献   
158.
We make a proposal for formalizing simultaneous games at the abstraction level of player’s powers, combining ideas from dynamic logic of sequential games and concurrent dynamic logic. We prove completeness for a new system of ‘concurrent game logic’ CDGL with respect to finite non-determined games. We also show how this system raises new mathematical issues, and throws light on branching quantifiers and independence-friendly evaluation games for first-order logic.  相似文献   
159.
This study adopted a contextual framework to examine whether an interaction between group culture and economic power influences self-interest in a simulated commons dilemma. Full-time managers enrolled in executive MBA programs in Germany, Hong Kong, Israel, and the United States (US) made decisions in an asymmetric commons dilemma. Relative to managers from the US and Germany, Israeli managers were more likely to follow an individually rational decision-making approach, taking more resources in a high versus low economic power condition. In contrast, managers from Hong Kong in a high economic power condition followed a collectively rational approach, voluntarily taking fewer resources. Egocentrism mediated this interaction effect of group culture and economic power for the Israeli managers who were more egocentric and believed it was fair to harvest more resources in a high power condition. However, egocentrism did not mediate the interaction effect for managers from Hong Kong. The theoretical and practical implications of the findings highlight the importance of studying the proximal effect of group culture on contextual factors, such as economic power asymmetry, that influence cooperation in social dilemmas.  相似文献   
160.
老龄化已成为世界性问题, 数字化技术的发展以及视频游戏的迅速普及, 使视频游戏对老年人的影响也逐渐为研究者所关注。游戏中认知功能的训练能有效延缓认知老化; 游戏中体验到的积极情绪以及与其他玩家的互动可以提高心理健康水平; 网络视频游戏还能增加老年人的社会交往, 扩大社交网络, 增强社会功能; 此外, 互动视频游戏还能使老年人进行更多的身体锻炼。未来研究应进一步探讨视频游戏对成功老龄化更全面的影响, 老年玩家在视频游戏中的性别差异, 如何在中国文化背景下理解视频游戏带来的积极影响以及进行应用研究, 针对老年人的实际需要为游戏开发提供建议。  相似文献   
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