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81.
The effect of the amount of blood in a violent video game on aggression, hostility, and arousal 总被引:1,自引:0,他引:1
Christopher P. Barlett Richard J. Harris 《Journal of experimental social psychology》2008,44(3):539-546
The current study utilized the General Aggression Model, with an emphasis on aggression-related priming, to explore the different effects on hostility, physiological arousal, and state aggression in those who played a violent video game (Mortal Kombat: Deadly Alliance) with differing levels of blood (maximum, medium, low, and off). Simple effects analyses showed that those in the maximum blood and medium blood conditions had a significant increase in hostility and physiological arousal, while those in the low blood and no blood conditions did not have such an increase in arousal and hostility. Further analyses indicated that those in the maximum and medium blood conditions used the character’s weapon significantly more often than those in the low and blood absent conditions. Implications and future research are discussed. 相似文献
82.
Twenty children, ten 2-year-olds and ten 3-year-olds, participated in an AB procedure. In the baseline phase, each child was trained the same four matching relations to criterion under intermittent reinforcement. During the subsequent imitation test, the experimenter modeled a total of 20 target gestures (six trials each) interspersed with intermittently reinforced baseline trials. In each session, target gestures were selected in a pre-randomized sequence from: Set 1--ear touches; Set 2--shoulder touches; Set 3--midarm touches; and Set 4--wrist touches; subjects' responses to targets were not reinforced. In each target set, half the gestures featured in nursery matching games and were termed common targets whereas the remainder, which were topographically similar but did not feature in the games, served as uncommon targets. The children produced significantly more matching responses to common target models than to uncommon ones. Common responses were also produced as mismatches to uncommon target models more often than vice versa. Response accuracy did not improve over trials, suggesting that "parity" did not serve as a conditioned reinforcer. All children showed a strong bias for "mirroring"--responding in the same hemispace as the modeler. The 2-year-olds produced more matching errors than the 3-year-olds and most children showed a bias for responding with their right hands. The strong effects of training environment (nursery matching games) are consistent with a Skinnerian account, but not a cognitive goal theory account, of imitation in young children. 相似文献
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The increasing availability of violent video games and their implication in recent school shootings has raised the volume of public debate on the effects of such games on aggressive behavior and related variables. This article reports an experiment designed to test key hypotheses concerning the short term impact of exposure to violent video games on young women, a population that has received relatively little attention in this research literature. Results were that brief exposure to a violent video game increased aggressive behavior. Mediational analyses suggested that the violent video game effect on aggression was not mediated by instrumental aggressive motivation, but was partially mediated by revenge motivation. Other results suggested that the violent video game effect on aggression might be greater when the game player controls a same‐sex violent game character. Aggr. Behav. 29:423–429, 2003. © 2003 Wiley‐Liss, Inc. 相似文献
85.
Prosocial video games reduce aggressive cognitions 总被引:2,自引:0,他引:2
Previous research has shown that playing violent video games increased aggressive tendencies. However, as pointed out by the General Learning Model (GLM) [Buckley, K. E., & Anderson, C. A. (2006). A theoretical model of the effects and consequences of playing video games. In: P. Vorderer & J. Bryant (Eds.), Playing video games motives responses and consequences (pp. 363-378). Mahwah, NJ: Lawrence Erlbaum], depending on their content, video games do not inevitably increase but may also decrease aggressive responses. Accordingly, the present research tested the hypothesis that playing prosocial video games decreases aggressive cognitions. In fact, playing a prosocial (relative to a neutral) video game reduced the hostile expectation bias (Experiment 1) and decreased the accessibility of antisocial thoughts (Experiment 2). Thus, these results lend credence to GLMs assumption that the effects of video game exposure depend to a great extent on the content of the game played. 相似文献
86.
Christopher Barlett Omar Branch Christopher Rodeheffer Richard Harris 《Aggressive behavior》2009,35(3):225-236
How long do the effects of the initial short‐term increase in aggression and physiological arousal last after violent video game play? Study 1 (N=91) had participants complete pre‐ and postvideo game measures of aggressive thoughts, aggressive feelings, and heart rate. Then, participants completed Time 3 measures after 4 min or 9 min of delay. Study 2 employed a similar procedure, but had participants (N=91) complete the hot sauce paradigm to assess aggressive behavior after a 0, 5, or 10 min delay. First, results indicated that aggressive feelings, aggressive thoughts, aggressive behavior, and heart rate initially increased after violent video game play. Second, results of the delay condition revealed that the increase in aggressive feelings and aggressive thoughts lasted less than 4 min, whereas heart rate and aggressive behavior lasted 4–9 min. Aggr. Behav. 35:225–236, 2009. © 2009 Wiley‐Liss, Inc. 相似文献
87.
为了探讨亲社会视频游戏对玩家人性化知觉的影响, 研究以大学生为被试, 通过两个实验, 分别采用自陈报告法和单类别内隐联想测验技术考察了亲社会视频游戏对玩家自我及他人外显及内隐人性化知觉的影响。结果发现:(1)相对于中性游戏, 不论是普遍人性, 还是独特人性, 亲社会视频游戏均可提高玩家对自我及他人外显的人性化知觉水平;(2)相对于中性游戏, 亲社会游戏可显著提高玩家对自我及他人独特人性的内隐知觉水平, 也可提升对自我普遍人性的内隐知觉水平, 但对他人普遍人性的内隐知觉的效应不明确。这些结果表明, 亲社会视频游戏对于提升玩家对自我和他人的人性化知觉水平具有重要作用。 相似文献
88.
Tiziana Aureli 《Infant and child development》1994,3(3):145-152
Shared focus between mother and child during joint activity was examined. Ten dyads were observed at 16 and 20 months. We found that the level of conventionality expressed by shared focus increases with age. The activity becomes more oriented towards the cultural aspects of the objects than to material aspects, and social games become more oriented towards symbolic and linguistic aspects than to practical ones. Moreover, we found that the content of the game influences the function of the child's utterances both at 16 and at 20 months. These results point to the cultural specification of joint activity, which can be viewed as mediating the development of intersubjectivity as well as individual behaviour. 相似文献
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90.
本文通过分析叔本华的意志和维特根斯坦的语言游戏探讨了哲学问题与生活方式之间的关系问题,认为叔本华和维特根斯坦分别提出意志和语言游戏的目的是要通过改变人们的生活方式来消除传统的哲学问题。他们的这一探索对于我们重新认识哲学的性质、意义和功能具有重要意义。 相似文献