心理科学
心理科學
심이과학
Psychological Science
2013年
3期
612~615
,共null页
暴力视频游戏 攻击动机 游戏经验 内隐攻击性
暴力視頻遊戲 攻擊動機 遊戲經驗 內隱攻擊性
폭력시빈유희 공격동궤 유희경험 내은공격성
violent video game, aggressive motive, video game experience, implicit aggression
分别采用词汇按键反应任务和EAST范式测查了攻击性认知的流畅性和内隐攻击性评价,旨在考察游戏中攻击动机对攻击性的影响,结果发现:暴力视频游戏的影响效应不仅与暴力内容有关,还受制于攻击动机和玩家的暴力游戏经验;且长期玩暴力游戏会使被试对暴力产生脱敏,表现为攻击性认知的流畅性低,对攻击的评价更积极。本研究表明,暴力视频游戏对个体攻击性的影响需综合考虑多种因素。
分彆採用詞彙按鍵反應任務和EAST範式測查瞭攻擊性認知的流暢性和內隱攻擊性評價,旨在攷察遊戲中攻擊動機對攻擊性的影響,結果髮現:暴力視頻遊戲的影響效應不僅與暴力內容有關,還受製于攻擊動機和玩傢的暴力遊戲經驗;且長期玩暴力遊戲會使被試對暴力產生脫敏,錶現為攻擊性認知的流暢性低,對攻擊的評價更積極。本研究錶明,暴力視頻遊戲對箇體攻擊性的影響需綜閤攷慮多種因素。
분별채용사회안건반응임무화EAST범식측사료공격성인지적류창성화내은공격성평개,지재고찰유희중공격동궤대공격성적영향,결과발현:폭력시빈유희적영향효응불부여폭력내용유관,환수제우공격동궤화완가적폭력유희경험;차장기완폭력유희회사피시대폭력산생탈민,표현위공격성인지적류창성저,대공격적평개경적겁。본연구표명,폭력시빈유희대개체공격성적영향수종합고필다충인소。
Studies suggest that the exposure to violent video games increases aggressive cognitive fluency and promotes pro-violence attitude. However, there are still some disagreements on the violent-content-only hypothesis. In order to establish the relative influence of each component, more and more studies have been designed to separate different components contained in violent video games. Although it was found that some components would lead to an obvious increase in aggression, studies had failed to take into account the role of players in the relationship between violent components and increased violence. As role playing is a common element in both old and new games, the present study controlled players'attack motive while employing role playing as an element in the game. And this is a different attempt from the previous research. Meanwhile, players" experience with violent video games could not be ignored, either. This study adopted the word response task and extrinsic affect Simon task paradigm to explore the impact of violent video games on aggressive cognitive fluency and implicit aggressive evaluation of players with different attack motives and violent video game experience. And this study included two independent variables: game types and player's experience with violent video games. Three game types were: active attack, reactive attack and non-violence. In terms of playerg experience, participants were divided into the experienced and the inexperienced. Their experience with violent video games was measured with the violent video game habits survey. In order to reduce bias, an evaluating scale was added which was completed by 22 evaluators. The study arrives at several conclusions. Firstly, the influence of violent video games on aggressive cognitive fluency and implicit evaluation is subject to both the participants'attack motives and experience. Secondly, the defense attack role is more effective in priming the short-term aggressive cognition of the inexperienced participants, while the active attack role is more effective in activating cognitive structures of the experienced. Thirdly, the experienced tend to evaluate attack words negatively in the active attack group while positively in the reactive attack group, and all the participants evaluate defense words negatively. Fourthly, long-term exposure to violent video games inhibits aggressive cognitive fluency and improve pro-violence attitude. The greatest significance of this research lies in our discovery that violent video games do not enhance aggression. Some factors, such as attack motives, even can reduce the negative effect of violent video games on aggression. We can take advantage of this to free people from worries about its adverse effect.