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Two inter-related studies examined the effect of the September 11, 2001, terrorist attacks on attitudes towards war and violence. A three-wave between-subjects analysis revealed that attitudes towards war became more positive after September 11, 2001 and remained high over a year afterwards. Self-reported trait physical aggression also rose after September 11. Attitudes towards penal code violence (PCV) became more positive immediately after September 11, but were somewhat reduced a year afterward. A two-wave within subjects study revealed that war attitudes became even more positive at 2 months post-September 11. Attitudes towards PCV became less positive during this time period, but only for women. Other aggression-related attitudes were not affected in either study. These studies demonstrate that a large-scale event can change attitudes, but those attitudes must be directly relevant to the event.  相似文献   
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A dyadic interactive aggression paradigm tested hypotheses from the General Aggression Model about how trait aggressiveness can create behaviorally hostile social environments. Pairs of college student participants competed in a modified reaction time task in which they repeatedly delivered and received each other's punishments. The trait aggressiveness of both participants influenced the punishment intensities (aggression level) set by each member of the dyad on later trials. Furthermore, there was a pattern of escalation from early to later trials. These trait aggressiveness effects (both self and partner) on later aggressive behavior were largely mediated by partner aggression levels during early trials. Results also suggested two aggressive motives--hostile and instrumental--resulted from high partner aggression during early trials and these motives partially mediated the effects of trait aggressiveness and of early trial aggression on later aggressive behavior.  相似文献   
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Five experiments examined effects of songs with violent lyrics on aggressive thoughts and hostile feelings. Experiments 1, 3, 4 and 5 demonstrated that college students who heard a violent song felt more hostile than those who heard a similar but nonviolent song. Experiments 2-5 demonstrated a similar increase in aggressive thoughts. These effects replicated across songs and song types (e.g., rock, humorous, nonhumorous). Experiments 3-5 also demonstrated that trait hostility was positively related to state hostility but did not moderate the song lyric effects. Discussion centers on the potential role of lyric content on aggression in short-term settings, relation to catharsis and other media violence domains, development of aggressive personality, differences between long-term and short-term effects, and possible mitigating factors.  相似文献   
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Past research shows that violent video game exposure increases aggressive thoughts, angry feelings, physiological arousal, aggressive behaviors, and decreases helpful behaviors. However, no research has experimentally examined violent video game effects on physiological desensitization, defined as showing less physiological arousal to violence in the real world after exposure to video game violence in the virtual world. This experiment attempts to fill this gap. Participants reported their media habits and then played one of eight violent or nonviolent video games for 20 min. Next, participants watched a 10-min videotape containing scenes of real-life violence while heart rate (HR) and galvanic skin response (GSR) were monitored. Participants who previously played a violent video game had lower HR and GSR while viewing filmed real violence, demonstrating a physiological desensitization to violence. Results are interpreted using an expanded version of the General Aggression Model. Links between desensitization, antisocial, and prosocial behavior are discussed.  相似文献   
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Three experiments examined the impact of excessive violence in sport video games on aggression-related variables. Participants played either a nonviolent simulation-based sports video game (baseball or football) or a matched excessively violent sports video game. Participants then completed measures assessing aggressive cognitions (Experiment 1), aggressive affect and attitudes towards violence in sports (Experiment 2), or aggressive behavior (Experiment 3). Playing an excessively violent sports video game increased aggressive affect, aggressive cognition, aggressive behavior, and attitudes towards violence in sports. Because all games were competitive, these findings indicate that violent content uniquely leads to increases in several aggression-related variables, as predicted by the General Aggression Model and related social-cognitive models.  相似文献   
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Recent research (Anderson, Benjamin, & Bartholow, 1998) indicates that the presence of guns increases the accessibility of aggressive thoughts via automatic priming. Our research examined whether this “weapons priming effect” differs depending on the structure of an individual's knowledge about guns, and if so, whether that difference results in corresponding differences in aggressive behavior. Experiment 1 revealed that individuals with prior gun experience (hunters) have more detailed and specific information about guns than do individuals with no direct gun experience (nonhunters), and that hunting experience interacts with gun type (hunting versus assault) in predicting affective and cognitive reactions to guns. Experiment 2 revealed that pictures of hunting guns were more likely to prime aggressive thoughts among nonhunters, whereas pictures of assault guns were more likely to prime aggressive thoughts among hunters. Experiment 3 showed differences in aggressive behavior following gun primes that correspond to differences in affective and cognitive responses to gun cues. Our findings are discussed in light of the General Aggression Model.  相似文献   
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Media Violence and Social Neuroscience: New Questions and New Opportunities   总被引:1,自引:0,他引:1  
ABSTRACT— Decades of research have demonstrated that exposure to violence on television can cause increases in aggression. The recent emergence of violent video games has raised new questions regarding the effects of violent media. The General Aggression Model (GAM) predicts that exposure to violent media increases aggressive behavior through one of three primary pathways (arousal, cognitions, and affect). Past psychophysiological research has supported GAM but has been limited to examining arousal-related variables. Recent advances in social neuroscience have opened the door to investigations of exposure to violent media on cognitive and affective components and their neurocognitive underpinnings. Neuroscience tools have the potential to provide answers to the new questions posed by recent advances in media technology.  相似文献   
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Three experiments examined the effects of rewarding and punishing violent actions in video games on later aggression-related variables. Participants played one of three versions of the same race-car video game: (a) a version in which all violence was rewarded, (b) a version in which all violence was punished, and (c) a nonviolent version. Participants were then measured for aggressive affect (Experiment 1), aggressive cognition (Experiment 2), and aggressive behavior (Experiment 3). Rewarding violent game actions increased hostile emotion, aggressive thinking, and aggressive behavior. Punishing violent actions increased hostile emotion, but did not increase aggressive thinking or aggressive behavior. Results suggest that games that reward violent actions can increase aggressive behavior by increasing aggressive thinking.  相似文献   
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