首页 | 本学科首页   官方微博 | 高级检索  
相似文献
 共查询到20条相似文献,搜索用时 167 毫秒
1.
Past research provided abundant evidence that exposure to violent video games increases aggressive tendencies and decreases prosocial tendencies. In contrast, research on the effects of exposure to prosocial video games has been relatively sparse. The present research found support for the hypothesis that exposure to prosocial video games is positively related to prosocial affect and negatively related to antisocial affect. More specifically, two studies revealed that playing a prosocial (relative to a neutral) video game increased interpersonal empathy and decreased reported pleasure at another's misfortune (i.e., schadenfreude). These results lend further credence to the predictive validity of the General Learning Model (Buckley & Anderson, 2006) for the effects of media exposure on social tendencies. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

2.
Meta-analytic procedures were used to test the effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, empathy/desensitization, and prosocial behavior. Unique features of this meta-analytic review include (a) more restrictive methodological quality inclusion criteria than in past meta-analyses; (b) cross-cultural comparisons; (c) longitudinal studies for all outcomes except physiological arousal; (d) conservative statistical controls; (e) multiple moderator analyses; and (f) sensitivity analyses. Social–cognitive models and cultural differences between Japan and Western countries were used to generate theory-based predictions. Meta-analyses yielded significant effects for all 6 outcome variables. The pattern of results for different outcomes and research designs (experimental, cross-sectional, longitudinal) fit theoretical predictions well. The evidence strongly suggests that exposure to violent video games is a causal risk factor for increased aggressive behavior, aggressive cognition, and aggressive affect and for decreased empathy and prosocial behavior. Moderator analyses revealed significant research design effects, weak evidence of cultural differences in susceptibility and type of measurement effects, and no evidence of sex differences in susceptibility. Results of various sensitivity analyses revealed these effects to be robust, with little evidence of selection (publication) bias. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

3.
Objective: This study is the first to our knowledge to isolate the effect of video game violence and competitiveness on aggressive behavior. Method: In Pilot Study 1, a violent and nonviolent video game were matched on competitiveness, difficulty, and pace of action, and the effect of each game on aggressive behavior was then compared using an unambiguous measure of aggressive behavior (i.e., the Hot Sauce Paradigm) in Experiment 1. In Pilot Study 2, competitiveness was isolated by matching games on difficulty and pace of action, and systematically controlling for violence. The effect of video game competition on aggressive behavior was then examined in Experiment 2. Results: We found that video game violence was not sufficient to elevate aggressive behavior compared with a nonviolent video game, and that more competitive games produced greater levels of aggressive behavior, irrespective of the amount of violence in the games. Conclusion: It appears that competition, not violence, may be the video game characteristic that has the greatest influence on aggressive behavior. Future research is needed to explore the mechanisms through which video game competitiveness influences aggressive behavior, as well as whether this relation holds in the long-term. (PsycINFO Database Record (c) 2011 APA, all rights reserved)  相似文献   

4.
Although research has established that receiving expressions of gratitude increases prosocial behavior, little is known about the psychological mechanisms that mediate this effect. We propose that gratitude expressions can enhance prosocial behavior through both agentic and communal mechanisms, such that when helpers are thanked for their efforts, they experience stronger feelings of self-efficacy and social worth, which motivate them to engage in prosocial behavior. In Experiments 1 and 2, receiving a brief written expression of gratitude motivated helpers to assist both the beneficiary who expressed gratitude and a different beneficiary. These effects of gratitude expressions were mediated by perceptions of social worth and not by self-efficacy or affect. In Experiment 3, we constructively replicated these effects in a field experiment: A manager's gratitude expression increased the number of calls made by university fundraisers, which was mediated by social worth but not self-efficacy. In Experiment 4, a different measure of social worth mediated the effects of an interpersonal gratitude expression. Our results support the communal perspective rather than the agentic perspective: Gratitude expressions increase prosocial behavior by enabling individuals to feel socially valued. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

5.
Video game enthusiasts spend many hours at play, and this intense activity has the potential to alter both brain and behavior. We review studies that investigate the ability of video games to modify processes in spatial cognition. We outline the initial stages of research into the underlying mechanisms of learning, and we also consider possible applications of this new knowledge. Several experiments have shown that playing action games induces changes in a number of sensory, perceptual, and attentional abilities that are important for many tasks in spatial cognition. These basic capacities include contrast sensitivity, spatial resolution, the attentional visual field, enumeration, multiple object tracking, and visuomotor coordination and speed. In addition to altering performance on basic tasks, playing action video games has a beneficial effect on more complex spatial tasks such as mental rotation, thus demonstrating that learning generalizes far beyond the training activities in the game. Far transfer of this sort is generally elusive in learning, and we discuss some early attempts to elucidate the brain functions that are responsible. Finally, we suggest that studying video games may contribute not only to an improved understanding of the mechanisms of learning but may also offer new approaches to teaching spatial skills. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

6.
Two studies examined violent video game effects on aggression-related variables. Study 1 found that real-life violent video game play was positively related to aggressive behavior and delinquency. The relation was stronger for individuals who are characteristically aggressive and for men. Academic achievement was negatively related to overall amount of time spent playing video games. In Study 2, laboratory exposure to a graphically violent video game increased aggressive thoughts and behavior. In both studies, men had a more hostile view of the world than did women. The results from both studies are consistent with the General Affective Aggression Model, which predicts that exposure to violent video games will increase aggressive behavior in both the short term (e.g., laboratory aggression) and the long term (e.g., delinquency). (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

7.
In 7 experiments, the authors manipulated social exclusion by telling people that they would end up alone later in life or that other participants had rejected them. Social exclusion caused a substantial reduction in prosocial behavior. Socially excluded people donated less money to a student fund, were unwilling to volunteer for further lab experiments, were less helpful after a mishap, and cooperated less in a mixed-motive game with another student. The results did not vary by cost to the self or by recipient of the help, and results remained significant when the experimenter was unaware of condition. The effect was mediated by feelings of empathy for another person but was not mediated by mood, state self-esteem, belongingness, trust, control, or self-awareness. The implication is that rejection temporarily interferes with emotional responses, thereby impairing the capacity for empathic understanding of others, and as a result, any inclination to help or cooperate with them is undermined. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

8.
Prosocial behavior consists of behaviors regarded as beneficial to others, including helping, sharing, comforting, guiding, rescuing, and defending others. Although women and men are similar in engaging in extensive prosocial behavior, they are different in their emphasis on particular classes of these behaviors. The specialty of women is prosocial behaviors that are more communal and relational, and that of men is behaviors that are more agentic and collectively oriented as well as strength intensive. These sex differences, which appear in research in various settings, match widely shared gender role beliefs. The origins of these beliefs lie in the division of labor, which reflects a biosocial interaction between male and female physical attributes and the social structure. The effects of gender roles on behavior are mediated by hormonal processes, social expectations, and individual dispositions. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

9.
Violent video games have been a source of controversy in the United States and elsewhere for several decades. Considerable concern has been raised in the public and scientific communities about the alleged deleterious effects of violent games. These concerns may coincide with periodic moral panics about media's influence, particularly on youth. This paper argues that the negative effects of violent games have been exaggerated by some elements of the scientific community, fitting with past cycles of media-focused moral panics. By contrast, potential positive effects of violent video game play have been ignored in the debate on violent games. The current paper considers research in several areas, including aggression, but also the nascent research fields of visuospatial cognition, social networking, and use as educational tools. It is argued that the debate on video game violence should be broadened to include both potential negative and positive effects. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

10.
The fear facial expression is a distress cue that is associated with the provision of help and prosocial behavior. Prior psychiatric studies have found deficits in the recognition of this expression by individuals with antisocial tendencies. However, no prior study has shown accuracy for recognition of fear to predict actual prosocial or antisocial behavior in an experimental setting. In 3 studies, the authors tested the prediction that individuals who recognize fear more accurately will behave more prosocially. In Study 1, participants who identified fear more accurately also donated more money and time to a victim in a classic altruism paradigm. In Studies 2 and 3, participants' ability to identify the fear expression predicted prosocial behavior in a novel task designed to control for confounding variables. In Study 3, accuracy for recognizing fear proved a better predictor of prosocial behavior than gender, mood, or scores on an empathy scale. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

11.
The author presents an overview of an emerging field that looks at the impact of video games on civic engagement. Some video games have explicit civics-related content and engage players in simulations of civically related projects, but most others do not. However, research has shown that video game playing engages players in civically oriented experiences that previous research has found to promote civic outcomes in classroom-based programs. These include helping and guiding others; learning about problems in society; exploring social, moral, or ethical issues; organizing groups; and making decisions about how a community, city, or nation should be run. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

12.
Lower social class (or socioeconomic status) is associated with fewer resources, greater exposure to threat, and a reduced sense of personal control. Given these life circumstances, one might expect lower class individuals to engage in less prosocial behavior, prioritizing self-interest over the welfare of others. The authors hypothesized, by contrast, that lower class individuals orient to the welfare of others as a means to adapt to their more hostile environments and that this orientation gives rise to greater prosocial behavior. Across 4 studies, lower class individuals proved to be more generous (Study 1), charitable (Study 2), trusting (Study 3), and helpful (Study 4) compared with their upper class counterparts. Mediator and moderator data showed that lower class individuals acted in a more prosocial fashion because of a greater commitment to egalitarian values and feelings of compassion. Implications for social class, prosocial behavior, and economic inequality are discussed. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

13.
Research has consistently shown that aggressive video console and PC games elicit aggressive cognitions, affect, and behaviors. Despite the increasing popularity of racing (driving) games, nothing is known about the psychological impact of this genre. This study investigated whether playing racing games affects cognitions, affect, and behaviors that can promote risk taking in actual road traffic situations. In Study 1, the authors found that the frequency of playing racing games was positively associated with competitive driving, obtrusive driving, and car accidents; a negative association with cautious driving was observed. To determine cause and effect, in Study 2, the authors manipulated whether participants played 1 of 3 racing games or 1 of 3 neutral games. Participants who played a racing game subsequently reported a higher accessibility of cognitions and affect positively associated with risk taking than did participants who played a neutral game. Finally, on a more behavioral level, in Study 3, the authors found that men who played a racing game subsequently took higher risks in computer-simulated critical road traffic situations than did men who played a neutral game. Theoretical and practical implications are discussed. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

14.
Although a great deal of media attention has been given to the negative effects of playing video games, relatively less attention has been paid to the positive effects of engaging in this activity. Video games in health care provide ample examples of innovative ways to use existing commercial games for health improvement or surgical training. Tailor-made games help patients be more adherent to treatment regimens and train doctors how to manage patients in different clinical situations. In this review, examples in the scientific literature of commercially available and tailor-made games used for education and training with patients and medical students and doctors are summarized. There is a history of using video games with patients from the early days of gaming in the 1980s, and this has evolved into a focus on making tailor-made games for different disease groups, which have been evaluated in scientific trials more recently. Commercial video games have been of interest regarding their impact on surgical skill. More recently, some basic computer games have been developed and evaluated that train doctors in clinical skills. The studies presented in this article represent a body of work outlining positive effects of playing video games in the area of health care. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

15.
Most psychological theories and research on shame focus on the ugly aspects and negative consequences of this emotion. Theories on moral emotions, however, assume that shame acts as a commitment device motivating prosocial behavior. To solve this apparent paradox, the authors studied the effects of shame on prosocial behavior. Shame was hypothesized to motivate prosocial behavior when it was relevant for the decision at hand (endogenous). In contrast, shame that was not relevant for the decision at hand (exogenous) was hypothesized to have no such effects. Four experiments with three different shame inductions and two different measures of prosocial behavior confirmed that endogenous shame motivated prosocial behavior for proselfs but that exogenous shame did not. Shame is shown to have a clear interpersonal function in the sense that it acts as a commitment device. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

16.
In most research on the early ontogeny of sympathy, young children are presented with an overtly distressed person and their responses are observed. In the current study, the authors asked whether young children could also sympathize with a person to whom something negative had happened but who was expressing no emotion at all. They showed 18- and 25-month-olds an adult either harming another adult by destroying or taking away her possessions (harm condition) or else doing something similar that did not harm her (neutral condition). The “victim” expressed no emotions in either condition. Nevertheless, in the harm as compared with the neutral condition, children showed more concern and subsequent prosocial behavior toward the victim. Moreover, children's concerned looks during the harmful event were positively correlated with their subsequent prosocial behavior. Very young children can sympathize with a victim even in the absence of overt emotional signals, possibly by some form of affective perspective taking. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

17.
Experimenters observed the number of sport-team-identified fans who contributed money to charity workers before and after 6 football games. Charity workers were identified as supporters of 1 of the 2 teams competing, or of neither team. Consistent with predictions, more fans contributed to in-group than to out-group-supporting charity workers. In addition, charity workers identified with either team received a higher frequency of contributions from fans of both teams together after the game relative to before; this pattern was reversed among charity workers not identified with a team. This unexpected finding suggests an increased salience of a general sport-fan identification after the game relative to before. Finally, fans of winning teams in particular contributed more to any charity worker (i.e., collapsed across in-group, out-group, and neutral supporters) after the game than before, but this pattern was reversed among fans of losing teams. This final finding is discussed with reference to both self-categorization theory and the literature on mood and prosocial behavior. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

18.
In this study, we tested the validity of 2 popular assumptions about empathy: (a) empathy can be enhanced by oxytocin, a neuropeptide known to be crucial in affiliative behavior, and (b) individual differences in prosocial behavior are positively associated with empathic brain responses. To do so, we measured brain activity in a double-blind placebo-controlled study of 20 male participants either receiving painful stimulation to their own hand (self condition) or observing their female partner receiving painful stimulation to her hand (other condition). Prosocial behavior was measured using a monetary economic interaction game with which participants classified as prosocial (N = 12) or selfish (N = 6), depending on whether they cooperated with another player. Empathy-relevant brain activation (anterior insula) was neither enhanced by oxytocin nor positively associated with prosocial behavior. However, oxytocin reduced amygdala activation when participants received painful stimulation themselves (in the nonsocial condition). Surprisingly, this effect was driven by "selfish" participants. The results suggest that selfish individuals may not be as rational and unemotional as usually suggested, their actions being determined by their feeling anxious rather than by reason. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

19.
In this cross-cultural study, we tested 2 main hypotheses: first, that an early self-concept along with self–other differentiation is a universal precursor of prosocial behavior in 19-month-olds, and second, that the importance attached to relational socialization goals (SGs) concerning interpersonal responsiveness (obedience, prosocial behavior) is related to toddlers' prosocial behavior. Contrary to these predictions, the results show that mirror self-recognition, as an indicator of early self-concept, was correlated with toddlers' prosociality only in the Berlin sample (N = 38) and not in the Delhi sample (N = 39). As expected, however, Delhi mothers emphasized relational SGs more strongly than did Berlin mothers. There were no cross-cultural differences in toddlers' prosociality. On an individual level, mothers' emphasis on relational SGs (obedience) was a significant predictor of toddlers' prosocial behavior. On the basis of these results, we propose that situational helping behavior based on shared intentional relations provides an alternative developmental pathway for understanding toddlers' prosocial behavior. This view differs from the often-cited view that anticipating other people as autonomous intentional agents with their own psychological states gives rise to prosocial behavior in toddlers. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

20.
Maintaining equitable social relations often requires reciprocating “in kind” for others’ prosocial favors. Such in-kind reciprocity requires assessing the value of a prosocial action, an assessment that can lead to egocentric biases in perceived value between favor givers versus favor receivers. In any prosocial exchange, 1 person (the giver) incurs a cost to provide a benefit for another person (the receiver). Six experiments suggest that givers may attend more to the costs they incur in performing a prosocial act than do receivers, who tend to focus relatively more on the benefits they receive. Givers may therefore expect to be reciprocated on the basis of the costs they incur, whereas receivers actually reciprocate primarily on the basis of the benefit they receive. This research identifies 1 challenge to maintaining a sense of equity in social relations and predicts when people are likely to feel fairly versus unfairly valued in their relationships. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

设为首页 | 免责声明 | 关于勤云 | 加入收藏

Copyright©北京勤云科技发展有限公司  京ICP备09084417号