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1.
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   

2.
Previous research has documented that playing violent video games has various negative effects on social behavior in that it causes an increase in aggressive behavior and a decrease in prosocial behavior. In contrast, there has been much less evidence on the effects of prosocial video games. In the present research, 4 experiments examined the hypothesis that playing a prosocial (relative to a neutral) video game increases helping behavior. In fact, participants who had played a prosocial video game were more likely to help after a mishap, were more willing (and devoted more time) to assist in further experiments, and intervened more often in a harassment situation. Results further showed that exposure to prosocial video games activated the accessibility of prosocial thoughts, which in turn promoted prosocial behavior. Thus, depending on the content of the video game, playing video games not only has negative effects on social behavior but has positive effects as well. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

3.
4.
Over the past half century the mass media, including video games, have become important socializers of children. Observational learning theory has evolved into social–cognitive information processing models that explain that what a child observes in any venue has both short-term and long-term influences on the child’s behaviors and cognitions. C. A. Anderson et al.’s (2010) extensive meta-analysis of the effects of violent video games confirms what these theories predict and what prior research about other violent mass media has found: that violent video games stimulate aggression in the players in the short run and increase the risk for aggressive behaviors by the players later in life. The effects occur for males and females and for children growing up in Eastern or Western cultures. The effects are strongest for the best studies. Contrary to some critics’ assertions, the meta-analysis of C. A. Anderson et al. is methodologically sound and comprehensive. Yet the results of meta-analyses are unlikely to change the critics’ views or the public’s perception that the issue is undecided because some studies have yielded null effects, because many people are concerned that the implications of the research threaten freedom of expression, and because many people have their identities or self-interests closely tied to violent video games. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

5.
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   

6.
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   

7.
The issue of violent video game influences on youth violence and aggression remains intensely debated in the scholarly literature and among the general public. Several recent meta-analyses, examining outcome measures most closely related to serious aggressive acts, found little evidence for a relationship between violent video games and aggression or violence. In a new meta-analysis, C. A. Anderson et al. (2010) questioned these findings. However, their analysis has several methodological issues that limit the interpretability of their results. In their analysis, C. A. Anderson et al. included many studies that do not relate well to serious aggression, an apparently biased sample of unpublished studies, and a “best practices” analysis that appears unreliable and does not consider the impact of unstandardized aggression measures on the inflation of effect size estimates. They also focused on bivariate correlations rather than better controlled estimates of effects. Despite a number of methodological flaws that all appear likely to inflate effect size estimates, the final estimate of r = .15 is still indicative of only weak effects. Contrasts between the claims of C. A. Anderson et al. (2010) and real-world data on youth violence are discussed. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

8.
More Americans now play video games than go to the movies (NPD Group, 2009). The meteoric rise in popularity of video games highlights the need for research approaches that can deepen our scientific understanding of video game engagement. This article advances a theory-based motivational model for examining and evaluating the ways by which video game engagement shapes psychological processes and influences well-being. Rooted in self-determination theory (Deci & Ryan, 2000; Ryan & Deci, 2000a), our approach suggests that both the appeal and well-being effects of video games are based in their potential to satisfy basic psychological needs for competence, autonomy, and relatedness. We review recent empirical evidence applying this perspective to a number of topics including need satisfaction in games and short-term well-being, the motivational appeal of violent game content, motivational sources of postplay aggression, the antecedents and consequences of disordered patterns of game engagement, and the determinants and effects of immersion. Implications of this model for the future study of game motivation and the use of video games in interventions are discussed. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

9.
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   

10.
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   

11.
Male parolees were recruited into a laboratory study to determine the relationship between their previous aggression history, psychometric measures of aggression, and behavioral measures of aggressive responding using a laboratory methodology: the Point Subtraction Aggression Paradigm. Subjects were assigned to a violent or nonviolent group based upon their criminal history. Subjects participated in sessions in which they were given three response options defined as: (1) nonaggressive responding which earned money, (2) aggressive responding which ostensibly subtracted money from another fictitious person, (This responding was defined as aggressive since it resulted in the ostensible delivery of an aversive stimulus (subtraction of money) to another person), and (3) escape which protected the subject's earnings from subtractions initiated by the other person. Results indicated that the violent subjects emitted significantly more aggressive responses than subjects in the nonviolent group. The number of aggressive responses parolees emitted was significantly correlated with most psychometric measures of aggression. This study provides external validity for our laboratory measurement of human aggressive responding, since aggressive responding was directly related to violent criminal histories.  相似文献   

12.
Electronic games are now an everyday part of childhood and adolescence. The debate has moved from whether children should play video games to how to maximize potential benefits and to identify and minimize potential harms. To do this, we must understand what motivates children to play electronic games and what needs the games meet. Drawing on a survey of 1,254 middle school children, focus groups with boys and their parents, and findings from other quantitative and qualitative research, the author describes a variety of motivations for video game play (including games with violent content) and how these may vary based on factors such as mood, environment, personality, and developmental stage. The findings are put into the context of normal development, and suggestions are given for parents, educators, and researchers. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

13.
This study examined the links between desensitization to violent media stimuli and habitual media violence exposure as a predictor and aggressive cognitions and behavior as outcome variables. Two weeks after completing measures of habitual media violence exposure, trait aggression, trait arousability, and normative beliefs about aggression, undergraduates (N = 303) saw a violent film clip and a sad or a funny comparison clip. Skin conductance level (SCL) was measured continuously, and ratings of anxious and pleasant arousal were obtained after each clip. Following the clips, participants completed a lexical decision task to measure accessibility of aggressive cognitions and a competitive reaction time task to measure aggressive behavior. Habitual media violence exposure correlated negatively with SCL during violent clips and positively with pleasant arousal, response times for aggressive words, and trait aggression, but it was unrelated to anxious arousal and aggressive responding during the reaction time task. In path analyses controlling for trait aggression, normative beliefs, and trait arousability, habitual media violence exposure predicted faster accessibility of aggressive cognitions, partly mediated by higher pleasant arousal. Unprovoked aggression during the reaction time task was predicted by lower anxious arousal. Neither habitual media violence usage nor anxious or pleasant arousal predicted provoked aggression during the laboratory task, and SCL was unrelated to aggressive cognitions and behavior. No relations were found between habitual media violence viewing and arousal in response to the sad and funny film clips, and arousal in response to the sad and funny clips did not predict aggressive cognitions or aggressive behavior on the laboratory task. This suggests that the observed desensitization effects are specific to violent content. (PsycINFO Database Record (c) 2011 APA, all rights reserved)  相似文献   

14.
In this report, past research is reviewed, which suggests that the personality traits of psychoticism and aggressiveness likely moderate the negative effects of violent video games (VVGs). The Five-Factor Model (FFM) of personality is then used as a taxonomy to integrate these findings and examine why these traits are important moderator variables. Analyses suggest that these traits likely moderate the effects of VVGs because they contain the FFM traits neuroticism (+), agreeableness (?), and conscientiousness (?). A spherical model of personality, derived from these three FFM traits, is presented as a method of predicting aggression and hostility after playing VVGs; archival data confirms the predictions derived from this spherical model. Findings from the current research demonstrate the utility of a three-trait spherical model to examine the moderating effects of VVGs and suggest that only some individuals are adversely affected by VVGs and that those who are affected have preexisting dispositions, which make them susceptible to such violent media. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

15.
A common cause of hearing impairment is exposure to loud noise. Recent research has demonstrated that the auditory mechanosensory cells are essential for normal hearing sensitivity and frequency selectivity. However, little is known about the effect of noise exposure on the mechanical properties of the auditory sensory cells. Here we report a significant reduction in the stiffness and cell length of the outer hair cells after impulse noise exposure, suggesting that mechanical changes at the cellular level are involved in noise-induced hearing loss. There is a recovery of the cellular stiffness and cell length over a two-week period, indicating an activation of cellular repair mechanisms for restoring the auditory function following noise trauma. The reduced stiffness observed at the cellular level is likely to be the cause for the downward shift of the characteristic frequency seen following acoustic trauma. The deterioration and the recovery of the mechanical properties of outer hair cells may form important underlying factors in all kinds of noise-induced hearing loss.  相似文献   

16.
Two experiments were conducted to test the hypothesis that observation of media violence elicits thoughts and emotional responses related to aggression. In Experiment 1, highly violent videotapes elicited more aggressive cognitions than did a less violent tape. This effect was moderated by the trait of stimulus screening. In Experiment 2, aggressive cognitions increased with the level of violence in the videotape, and physical assaultiveness influenced this effect. Hostility and systolic blood pressure were higher in response to the most violent video than in response to the other two. Hostility was influenced by emotional susceptibility and dissipation–rumination, and systolic blood pressure was influenced by emotional susceptibility and assaultiveness. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

17.
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   

18.
In groups of 6–8, 89 female undergraduates who were either anonymous or identifiable to each other acted as an audience to a pair of discussants. Ss were given the opportunity to administer loud noise to the discussants. The response displayed to each group as an alleged average was manipulated so that Ss were led to believe that either an aggressive or a lenient norm had developed. As predicted by deindividuation theory, anonymous Ss administered significantly higher levels of noise than identifiable Ss. Anonymous Ss used equally loud noise regardless of group norm. Self-ratings provided evidence that the effects of anonymity were mediated by a psychological state of deindividuation, in addition to freedom from accountability for individual acts. There was no support for the crucial emergent norm theory prediction that aggression will be greatest when Ss who are identifiable to each other are exposed to an aggressive norm. (26 ref) (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

19.
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   

20.
80 male undergraduates first watched videotaped sequences that were arousing, but which contained different degrees of violence. Ss then observed either a 2nd videotape of a sequence of aggressive acts or no videotape. Ss who were shown the 2nd videotape were told that the aggressive acts they saw were either justified or not justified, or were given no information regarding justification. It was found that Ss who had first seen an arousing but less violent tape were subsequently more aggressive toward an antagonist if they had observed justified violence. Ss who had first watched the violent videotape showed no differences in aggression as a function of the justification of the 2nd set of aggressive acts. Analysis of blood pressure data showed that prior exposure to violence attenuated arousal in response to subsequently observed aggression. The results are discussed in terms of differential sensitivity to cues that inhibit or disinhibit aggression. (9 ref) (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

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