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1.
The results of research investigating the effects of violent videogames have been inconsistent. Some evidence suggests that exposure to violent videogames decreases physiological arousal and results in desensitization to subsequent exposure to violent stimuli. Other research does not support these findings. This study examined physiological and affective desensitization to violent videogame play. Participants played a violent or non-violent videogame and then viewed aggressive, pleasant, and neutral images. Participants’ negative affect in response to the images was assessed by examining activity in the brow muscle region (i.e., corrugator supercilii), heart rate (HR), self-reported affect, and self-reported arousal. Based on previous research regarding the General Aggression Model (GAM), we expected that participants who played the violent videogame would demonstrate desensitization as evidenced by less reactivity in the corrugator supercilii region and less HR reactivity in response to violent images than participants who played the nonviolent videogame. We also expected that participants who played the violent videogame would rate the aggressive images as less aversive than those who played the nonviolent game. Contrary to our expectations, the findings were not consistent with the hypotheses based on the GAM.  相似文献   

2.
Cognitive, emotional, and arousal responses to violent games play a central role in theoretical explanations of how violent media may affect aggression. However, existing research has focused on a relatively narrow range of responses to violent games in experimental settings. This limits our understanding of whether and how violent game-induced responses relate to aggression in real life. To address these gaps, this study investigated how cognitive effort, emotional valence, and arousal in response to violent games relate to early adolescents' aggression, both cross-sectionally and over a period of one year. In addition, we investigated how a social context variable (i.e., family conflict) predicts these responses to violent games and subsequent aggression. A sample of 448 early adolescents (10–14 years) completed survey questions and media diaries that measured their responses to violent games. Results showed that, outside the lab, a positive cross-sectional relationship between violent game-induced arousal and aggression exists. In addition, arousal mediated the relationship between family conflict and aggression. Study findings justify increased research attention to media responses outside the lab and a need for further theoretical and methodological refinement.  相似文献   

3.
The current study examined the potential moderating effects of motion capture technology and participants’ own level of psychoticism on their hostility and aggressive thoughts after playing violent video games. A total of 118 participants (68 females, 50 males) first completed a measure of psychoticism and then played either a violent video game or a non-violent video game using either a traditional controller or motion capture controls. Immediately after the video game play period, participants’ current level of hostility and aggressive cognitions were assessed using self-report questionnaires. Results indicated that the use of motion capture controls did not increase the negative effects of violent video games. However, participants with elevated levels of psychoticism were much more affected by violent video games than other participants. Such findings suggest that only some individuals are adversely affected by violent video games and that those who are affected have preexisting dispositions which make them susceptible to such violent media.  相似文献   

4.
Throughout the past decade, numerous states have passed legislation to prohibit the sale of violent video games to children, usually in conjunction with an argument that exposure to violent media increases violent behavior. However, the link between video games and violence is not yet fully understood. This study uses propensity score matching as a method to more adequately address the underlying issue of causality. Using a sample of 6567 8th grade students, these analyses test whether there is a causal link between playing violent video games and violence, non-violent deviance and substance use. Results indicate a substantial decrease in the relationship between video games and these outcomes when a matched sample is used. This suggests that the strength of evidence supporting a relationship has likely been overestimated using other methodologies.  相似文献   

5.
The present study investigates the impact of the experience of role playing a violent character in a video game on attitudes towards violent crimes and criminals. People who played the violent game were found to be more acceptable of crimes and criminals compared to people who did not play the violent game. More importantly, interaction effects were found such that people were more acceptable of crimes and criminals outside the game if the criminals were matched with the role they played in the game and the criminal actions were similar to the activities they perpetrated during the game. The results indicate that people’s virtual experience through role-playing games can influence their attitudes and judgments of similar real-life crimes, especially if the crimes are similar to what they conducted while playing games. Theoretical and practical implications are discussed.  相似文献   

6.
Recent research has identified a relatively new trend among youth (12–24) living in violent urban neighborhoods. These youth use social networking sites like Facebook, Twitter and Instagram to brag about violence, make threats, recruit gang members and to plan criminal activity known as Internet banging. Studies have typically examined youth communication by mining data on social media and surveying or interviewing youth about their social media behaviors. However, there is little to no empirical research that examines how adults who work directly with youth in violent, urban neighborhoods shape, conceptualize and intervene in urban-based youth violence facilitated by social media. Utilizing qualitative interviews with violence outreach workers, we asked outreach workers to describe how youth use social media and the extent to which they use social media to intervene in crisis that emerge in violent Chicago neighborhoods. Participants describe youth behavior that included taunting rival gangs, posturing and boasting about violent events. We also found evidence that social media enhanced crisis intervention work in violent neighborhoods when coupled with close, trusting relationships with youth.  相似文献   

7.
Research examining the issue of video game violence influences on aggression continues to be debated within the scientific community. Thus far, no consensus has been reached regarding the influence of such games. This study adds to the prior literature by examining how violent video games may promote prosocial or aggressive behavior when played either cooperatively or alone. Results indicated that violent content in video games had no influence on prosocial behavior, aggressive behavior, or self-perceptions of empathy. Playing cooperatively was associated with less aggressive behavior, whether games were violent or not.  相似文献   

8.
The issue of potential media effects on psychological health of youth and young adults has been debated for decades. Research on media effects has not always been consistent. One issue that has been raised regards whether the relatively modest media effects found in some research might be explained through mediating personality variables. This hypothesis was examined in three samples of young adults: Mexican-Americans (n = 232), Croatians (n = 455) and English (n = 150). Results indicated that trait aggression was a consistent predictor of both violent crimes and depression across samples. General personality variables were less consistent predictors of violence, although neuroticism consistently predicted depression across samples. Media violence exposure did not predict negative outcomes except among Croatians for whom exposure to violent video games predicted fewer violent crimes, and exposure to television violence predicted increased violent crimes.  相似文献   

9.
大量的研究行为识别方法集中在检测简单的动作,如:步行,慢跑或者跳跃等;针对于打斗或者动作复杂的攻击性行为则研究较少;而这些研究在某些监控场景下非常有用,如:监狱,自助银行,商场等. 传统的暴力行为识别研究方法主要利用先验知识来手动设计特征,而本文提出了一种基于3D-CNN结构的暴力检测方法,通过三维深度神经网络直接对输入进行操作,能够很好的提取暴力行为的时空特征信息,从而进行检测. 从实验结果可以看出,本文方法能较好地识别出暴力行为,准确率要高于人工设计特征的方法.  相似文献   

10.
While much research on video games has focused on aggressive outcomes, the extant research has not come to consensus on the role of other factors, notably enjoyment, frustration and individual differences amongst players, in mediating the link between violent game play and aggression. This experimental design uses a mental models approach to examine game features (e.g., controller naturalness), player characteristics (e.g., first person shooter experience, sex, degree of competitiveness) and the game play experience (e.g., perceived game realism, immersion, game failure, frustration and enjoyment) to explain aggressive outcomes. Results from a revised path model suggest perceived realism, immersion, and experience with other first person shooters all positively predicted enjoyment while frustration negatively predicted game enjoyment. Frustration and enjoyment both predicted state aggression. The findings of this study support the application of mental models as a theoretical approach to unify thinking about violent games, contextual features of violent games, individual difference variables and differences in player perceptions and game experiences with regards to outcome aggression. Results are discussed in terms of the model matching hypothesis and implications for the comprehensive study of violent game play, including the importance of enjoyment and frustration, are also discussed.  相似文献   

11.
大数据时代下重大突发社会安全事件的舆情主要通过媒体快速传播,但现有研究大都没有考虑新闻媒体这一特殊群体以及在某一类特定事件中新闻媒体的影响力。为了研究上述问题,提出一种综合用户间的网络结构与行为关系来评价影响力的方法,并以新疆暴恐和巴黎暴恐事件为例,得出在Twitter平台中各国新闻媒体在此类事件中的国际影响力。该评价方法可以更好地得出各新闻媒体在事件层面上的影响力。通过使用该评价方法对新疆暴恐事件和巴黎暴恐事件中新闻媒体影响力进行计算,实验结果显示,各国新闻媒体在新疆暴恐事件和巴黎暴恐事件中的影响力存在差异,说明这两起同类型事件的影响范围不同,同时也从侧面反映了各国政治立场的差异。  相似文献   

12.
Although catharsis theory as applied to violent media has been repeatedly refuted in the literature, scholars have recently proposed methods by which a cognitive form of catharsis might occur for people who utilize games to manage negative affect. Drawing on these ideas, the current study tests how video games are used to manage feelings of frustration and boost one’s sense of competency. It also explores how these emotional processes influence game enjoyment and hostile attribution bias (HAB). We frustrated half of 82 participants prior to randomizing them to play a violent or nonviolent game. Our results showed that frustrated participants were motivated to progress farther in a video game. This in-game performance decreased their feelings of frustration, boosted their sense of competency, and increased their enjoyment of the game. However, for those who played a violent game, this enjoyment predicted hostile attributions: high enjoyment of violence increased HAB, while low enjoyment of violence decreased HAB. These findings have implications for how video games are used to manage negative feelings.  相似文献   

13.
近年来暴力行为检测受到了越来越多的关注,而在图像研究领域中,这仍然是一个充满挑战的话题。尝试对现有的暴力行为检测器进行改进,提出了一个全新的特征构造方法,称为加速度暴力流(Acceleration Violent Flow,简称AViF),它充分利用光流信息中的加速度信息,可以用来检测拥挤场景下的暴力行为;之后采用了Bagging策略,取得了良好的效果。实验结果表明,在bagging策略下,组合特征取得了高于ViF特征的效果。  相似文献   

14.
Considerable research suggests that violent video game play increases players’ aggression. However, few studies have investigated this effect in the now ubiquitous context of motion-capture technology. Study 1 used a 2 × 2 design, with a violent (Soul Calibur) and non-violent (Lego Indiana Jones) game, played under analog (Playstation 3) and motion-capture (Nintendo Wii) conditions. Violent video game play led to less aggression when participants used motion-capture controls. Study 2 eliminated potential confounds by using the only game on the Wii system that can be played identically with or without motion capture (Punch-Out!!). Again, participants who used motion-capture were less aggressive. Study 3 looked for effects of cooperative vs. competitive play during 2-player motion-capture gaming (Soul Calibur, Wii). Participants using motion-capture controls in competitive and cooperative scenarios did not differ from baseline. These results run counter to standard models relating violent video game play to aggressive behavior, highlighting the difficulty in anticipating the effects of newer, more immersive technology.  相似文献   

15.
Recent studies empirically support the role of the built environment in inducing or hindering violent crime. Particularly, studies of the broken window theory have provided evidence that physical disorder is an environmental correlate of crime. This includes broken windows, vacant/abandoned housings, abandoned cars on street, graffiti, and decayed street lighting, among other things. Current studies are limited by the difficulty involved in collecting fine-scale quantitative environmental data. The conventional environmental audit approach, which aims to assess environmental features, is costly, time-consuming, and burdensome. In this study, we use Google Street View to study the relationship between violent crime and physical features of urban residential environment. More concretely, a Poisson regression model with spatial filtering is used to identify socio-economic correlates of violent crime. Parting from the hypothesis that omission of built environmental factors results in systematic residual pattern, we proceed to analyze the spatial filter to select sites for virtual environmental audits. A series of physical environmental factors are identified using contingency table analysis. The results provide both theoretical and practical implications for several theories of crime and crime prevention efforts.  相似文献   

16.
Many gamers report that playing video games, including those with violent content, helps them to reduce stress. However, few studies have examined competitive and cooperative video game play as they relate to stress reduction. The current study employed a design to acutely stress 100 participants before assigning them randomly to play a mildly violent game either competitively or cooperatively with a female confederate. Results indicated stress levels declined over time at equal levels during both competitive and cooperative game play. Participants in the competitive condition held a slightly less positive impression of the confederate following game play, although players held a generally positive impression of the confederate overall.  相似文献   

17.
The present research tests the idea that playing a team-player video game in which players work together as teammates and assist each other in achieving a common goal ameliorates the negative effects of violent video game play on cooperative behavior. In fact, two studies revealed that, relative to a single-player mode, playing a cooperative team-player violent video game increased cooperation in a decision dilemma task. Importantly, cooperative behavior generalized across targets in that the decision dilemma was played with a partner who was not the video game play partner. Mediation analyses revealed that cooperative team-play promoted feelings of cohesion, which activated trust norms, which in turn increased cooperative behavior.  相似文献   

18.
Two studies were conducted in order to determine the impact computer games had on the cognitive performance. Study 1 evaluated a measure of cognition, which incorporates aspects of short-term working memory, visual attention, mathematical decision making, and auditory perception. Study 2 measured the cognitive performance between those who did not play video games versus those who played either a violent or non-violent video game. Results from Study 1 indicate participants needed approximately four trials to reach asymptotic performance on the cognitive measure. Results of Study 2 showed that participants who did not play any video game did not have a change in their cognitive performance, while those who played either a violent or non-violent video game had an increase in their cognitive performance.  相似文献   

19.
A smoothed particle hydrodynamics model with numerical diffusive terms, hereinafter referred to as δ-SPH [1] is used to analyze violent water flows. The boundary conditions on solid surfaces of arbitrary shape are enforced with a new technique based on fixed ghost particles. The violent impacts studied result from dam-break water flows striking obstacles of different shapes. The numerical results are validated against experimental data from the literature and solutions from a Navier–Stokes Level-Set solver. Predicted impact pressures are also compared with analytical solutions. The proposed scheme thus proves to be accurate and robust for the prediction of global and local loads of impact flows on structures.  相似文献   

20.
Multimedia Tools and Applications - Recently violent crimes have increased, and hence, the society is in need of intelligent surveillance system for security applications, like scenarios including...  相似文献   

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