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HaengRyang Huh 《Personality and individual differences》2011,51(4):451-453
Digit ratios (2D:4D) contain information concerning an individual’s propensity towards aggression. Our study adds the first clue to better understanding the relationship between 2D:4D and exposure to aggressive contents in entertainment products. Our findings suggest that individuals with low 2D:4D prefer aggressive contents such as action films, sports telecast, killing and achieving games, hip-hop music, and erotic video clips rather than do individuals with high 2D:4D. Also individuals with low 2D:4D tend to demonstrate less preference for romance films than individuals with high 2D:4D. In addition, we found that low 2D:4D was associated with a preference for sports instead of other genres of entertainment products. Therefore, 2D:4D (a putative correlate of prenatal sex steroids) helps us to better understand the rationale of individuals’ preferences for media violence. 相似文献
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《The Journal of social psychology》2012,152(2):121-128
ABSTRACT Past research has provided abundant evidence that playing violent video games increases aggressive tendencies. In contrast, evidence on possible positive effects of video game exposure on prosocial tendencies has been relatively sparse. The present research tested and found support for the hypothesis that exposure to prosocial video games increases the accessibility of prosocial thoughts. These results provide support to the predictive validity of the General Learning Model (Buckley & Anderson, 2006) for the effects of exposure to prosocial media on social tendencies. Thus, depending on the content of the video game, playing video games can harm but may also benefit social relations. 相似文献
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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
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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
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Christiane Ludwig-Körner 《International Forum of Psychoanalysis》2020,29(2):104-114
Abstract After the method of infant observation, as developed by Esther Bick, and its significance for psychoanalytic training have been outlined, the method is critically assessed. The suggestion is then made that infant observation should be supplemented by video-analytic infant observation. Finally, thoughts on modifications of the process of infant observation are presented. 相似文献