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1.
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   

2.
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   

3.
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   

4.
This study tested the hypothesis that violent video games are especially likely to increase aggression when players identify with violent game characters. Dutch adolescent boys with low education ability (N=112) were randomly assigned to play a realistic or fantasy violent or nonviolent video game. Next, they competed with an ostensible partner on a reaction time task in which the winner could blast the loser with loud noise through headphones (the aggression measure). Participants were told that high noise levels could cause permanent hearing damage. Habitual video game exposure, trait aggressiveness, and sensation seeking were controlled for. As expected, the most aggressive participants were those who played a violent game and wished they were like a violent character in the game. These participants used noise levels loud enough to cause permanent hearing damage to their partners, even though their partners had not provoked them. These results show that identifying with violent video game characters makes players more aggressive. Players were especially likely to identify with violent characters in realistic games and with games they felt immersed in. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

5.
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   

6.
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   

7.
People can make decisions to join a group based solely on exposure to that group’s physical environment. Four studies demonstrate that the gender difference in interest in computer science is influenced by exposure to environments associated with computer scientists. In Study 1, simply changing the objects in a computer science classroom from those considered stereotypical of computer science (e.g., Star Trek poster, video games) to objects not considered stereotypical of computer science (e.g., nature poster, phone books) was sufficient to boost female undergraduates’ interest in computer science to the level of their male peers. Further investigation revealed that the stereotypical broadcast a masculine stereotype that discouraged women’s sense of ambient belonging and subsequent interest in the environment (Studies 2, 3, and 4) but had no similar effect on men (Studies 3, 4). This masculine stereotype prevented women’s interest from developing even in environments entirely populated by other women (Study 2). Objects can thus come to broadcast stereotypes of a group, which in turn can deter people who do not identify with these stereotypes from joining that group. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

8.
In recent years, there has been a surge in the quantity of media content that glorifies risk-taking behavior, such as risky driving, extreme sports, or binge drinking. The authors conducted a meta-analysis involving more than 80,000 participants and 105 independent effect sizes to examine whether exposure to such media depictions increased their recipients' risk-taking inclinations. A positive connection was found for overall, combined risk taking (g = .41); as well as its underlying dimensions: risk-taking behaviors (g = .41), risk-positive cognitions and attitudes (g = .35), and risk-positive emotions (g = .56). This effect was observed across varying research methods (experimental, correlational, longitudinal); types of media (video games, movies, advertising, TV, music); and differing risk-related outcome measures (e.g., smoking, drinking, risky driving, sexual behavior). Multiple moderator analyses revealed 2 theoretically new boundary conditions for sociocognitive models. First, the effect was stronger for active (i.e., video games) than for passive (e.g., film, music) exposure to risk-glorifying media content. Second, the effect was stronger when there was a high degree of contextual fit between the media content and type of risk-taking measure. The theoretical, practical, and societal implications of the present research synthesis are discussed. (PsycINFO Database Record (c) 2011 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.
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   

11.
The hypothesized relation between uncomfortably hot temperatures and aggressive behavior was examined in two studies of violent and nonviolent crime. Data on rates of murder, rape, assault, robbery, burglary, larceny-theft, and motor vehicle theft were gathered from archival sources. The first three crimes listed are violent; the latter four are less violent (labeled nonviolent). On the basis of previous research and theory (Anderson & Anderson, 1984), it was predicted that violent crimes would be more prevalent in the hotter quarters of the year and in hotter years. Furthermore, it was predicted that this temperature–crime relation would be stronger for violent than for nonviolent crime. Study 1 confirmed both predictions. Also, differences among cities in violent crime were predicted to be related to the hotness of cities; this effect was expected to be stronger for violent than for nonviolent crimes. Study 2 confirmed both predictions, even when effects of a variety of social, demographic, and economic variables were statistically removed. Theoretical and practical implications are discussed. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

12.
Critically examines the "violence breeds violence" hypothesis broadly defined. Organized into seven sections, the literature review includes (a) the abuse breeds abuse hypothesis; (b) reports of small numbers of violent/homicidal offenders; (c) studies examining the relationship of abuse and neglect to delinquency; (d) to violent behavior, and (e) to aggressive behavior in infants and young children; (f) abuse, withdrawal, and self-destructive behavior; and (g) studies of the impact of witnessing or observing violent behavior. A detailed discussion of methodological considerations and shortcomings precedes the review. The author concludes that existing knowledge of the long-term consequences of abusive home environments is limited and suggests that conclusions about the strength of the cycle of violence be tempered by the dearth of convincing empirical evidence. Recommendations are made for further research. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

13.
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   

14.
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   

15.
Male sexual aggression toward women is a serious social problem, particularly on college campuses. In this study, college men's sexually aggressive behavior and rape myth acceptance were examined using conformity to 11 masculine norms and 2 variables previously linked to sexual aggression: problem drinking and athletic involvement. Results indicated that men who use alcohol problematically and conform to specific masculine norms (i.e., having power over women, being a playboy, disdaining gay men, being dominant, being violent, and taking risks) tended to endorse rape myths and report sexually aggressive behavior. Additionally, men who reported higher levels of problematic alcohol use and risk taking were more likely to report sexually aggressive behavior without endorsing rape myths. Implications and recommendations are discussed. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

16.
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   

17.
Evidence from 61 follow-up studies was examined to identify the factors most strongly related to recidivism among sexual offenders. On average, the sexual offense recidivism rate was low (13.4%; n?=?23,393). There were, however, subgroups of offenders who recidivated at high rates. Sexual offense recidivism was best predicted by measures of sexual deviancy (e.g., deviant sexual preferences, prior sexual offenses) and, to a lesser extent, by general criminological factors (e.g., age, total prior offenses). Those offenders who failed to complete treatment were at higher risk for reoffending than those who completed treatment. The predictors of nonsexual violent recidivism and general (any) recidivism were similar to those predictors found among nonsexual criminals (e.g., prior violent offenses, age, juvenile delinquency). Our results suggest that applied risk assessments of sexual offenders should consider separately the offender's risk for sexual and nonsexual recidivism. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

18.
Two studies were conducted to compare the attachment patterns, dependency, and jealousy of violent and maritally distressed husbands with that of nonviolent distressed and nonviolent-nondistressed husbands. In Study 1, participants completed the Adult Attachment Scale, Spouse Specific Dependency Scale, and Interpersonal Jealousy Scale. In Study 2, participants completed the Relationship Styles Questionnaire, Rempel Trust Scale, and Adult Attachment Interview. Results were generally consistent with hypotheses that, relative to nonviolent husbands, violent men would evidence more insecure, preoccupied, and disorganized attachment (e.g., anxiety about abandonment, discomfort with closeness, and difficulty in classifying attachment); more dependency on and preoccupation with their wives; and more jealousy and less trust in their marriage. In addition, the findings suggest that researchers need to more carefully compare various measures of attachment. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

19.
In Study 1, 198 men completed the Right Wing Authoritarianism, Sex Role Ideology, Hostility Towards Women, Acceptance of Interpersonal Violence, Adversarial Sexual Beliefs, and Rape Myth Acceptance scales, as well as measures of past sexually aggressive behavior and likelihood of future sexual aggression. As predicted, authoritarianism and sex role ideology were as closely related to self-reported past and potential future sexually aggressive behavior as were the specifically sexual and aggression-related predictors. Among 134 men in Study 2, authoritarianism and sex guilt positively correlated with each other and with self-reported past sexual aggression. In both studies, the relationship of authoritarianism and sexual aggression was larger in community than in university samples. (PsycINFO Database Record (c) 2010 APA, all rights reserved)  相似文献   

20.
In a previous study 3rd graders who preferred violent TV programs were rated more aggressive in school by peers. In a 10-yr follow-up, 211 males and 216 females of the original 875 Ss were interviewed as to their television habits and again rated their peers on aggressive behavior. It was found that the violence of programs preferred by male 3rd graders was even more strongly related to aggression 10 yr. later. Cross-lagged correlations, partial correlations, and multiple regression indicate a probable causative influence of watching violent TV programs in early formative years on later aggression. Although TV violence was not the only cause of aggressive behavior, its effect was relatively independent and explained a larger proportion of variance than any other single factor studied, e.g., IQ, social status, ethnicity, and parental disharmony. (24 ref.) (PsycINFO Database Record (c) 2011 APA, all rights reserved)  相似文献   

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