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1.
We examined if cardiovascular and affective responding to video game play changed across social context or with game content. Male participants (13–22 years old) played a violent or nonviolent video game. Each participant played the game individually, competitively against a male partner, and cooperatively with the partner. There was no effect of social condition on heart rate (HR) or diastolic blood pressure (DBP). Participants had significantly higher systolic BP (SBP) when playing individually and competitively than when playing cooperatively, probably because play was more continuous. There was no impact of game type for HR or SBP. DBP was significantly higher for participants who played the violent game, perhaps because participants found the violent game more exciting and enjoyable. Participants who played the violent game rated the experimenters more positively than those who played the nonviolent game. Participants found game play more exciting, enjoyable, stressful, and frustrating, but less boring and relaxing, when they played competitively or cooperatively than when they played individually. The results are discussed in terms of the general aggression model.  相似文献   

2.
《Communication monographs》2012,79(2):217-233
Research on violent video games suggests that play leads to aggressive behavior. A longitudinal study of an online violent video game with a control group tested for changes in aggressive cognitions and behaviors. The findings did not support the assertion that a violent game will cause substantial increases in real-world aggression. The findings are presented and discussed, along with their implications for research and policy.  相似文献   

3.
In addition to individual risk factors, recent findings surrounding the effects of violent video game play have provided compelling evidence that the contextual features of games also contribute to increased outcome aggression. The current study focuses on the relationship between violent video game play and the use of gun controllers on both social norms related to aggression and real-life behavioral aggression. As predicted, both violent video game play and gun controller use were positively related to behavioral aggression. The implications of these findings are discussed along with their influence on future research in this area.  相似文献   

4.
The following study examines the influence of racial representations in violent video games upon stereotype associations. Participants were assigned to play either a violent video game with a stereotypical African American avatar or a Caucasian avatar. Following game play, participants completed several measures related to aggression and an implicit association task. The results showed significant differences between the conditions for IAT response times. African American participants showed faster response times to stereotype associations of African Americans than participants who played as a Caucasian avatar. The results also showed a significant interaction effect between participant race and avatar race for aggressive affect.  相似文献   

5.
Books received     
In this study, children were shown one of three violent TV clips. Each clip showed an identical act of aggression but the perpetrator's motivation and punishment for the violent act were manipulated. Children also filled out a questionnaire that asked about their family communication patterns (FCP). Overall, children who rated higher on the communication dimension were more likely to see motivated violence as more justified, whereas children who rated higher on the control dimension were likely to see punished violence as less justified. In addition, children who were more control‐oriented and who had perceived the violent clip as justified chose aggressive story endings significantly more frequently than other children.  相似文献   

6.
This study examines the relationship of cognitive and parental factors affecting adolescents viewing of television violence. Participants in the study were 422 adolescents and 298 of their parents who were surveyed for their viewing behaviors, perceptions of violent portrayals, and aggressive behavioral tendencies. Regression analysis indicated that attitude was the strongest predictor of aggression. The more adolescents reported liking television violence, the more aggressive were their intentions. Results suggested that while exposure to violence and parental factors both play a part in mediating subsequent aggression, viewing violence is less important than liking violence.  相似文献   

7.
Although effects of violence in video games have been researched extensively, no empirical studies have examined effects of profanity, a form of verbal aggression, in video games. An experiment (N = 321) investigated effects of profanity used by protagonist and antagonist characters in a “first-person shooter” game on players' hostile expectations, accessibility of aggressive thoughts, aggressive feelings, and other responses. Profanity used by both protagonist and antagonist characters increased hostile expectations, a direct precursor to aggressive behaviors. Findings suggest that profanity in video games may affect aggressive outcomes, emphasizing the need for more research investigating effects of profanity in media.  相似文献   

8.
In an exploratory survey that sampled video gamers, participants were asked to indicate why they enjoy playing their favorite video game. On the basis of ESRB ratings, we compare those whose favorite game is violent to those whose favorite game is nonviolent. Consistent with self-determination theory, the findings suggest need for autonomy and competence are important motivating factors. However, the findings also suggest fans of violent games differed from fans of nonviolent games in the degree to which arousal, liking violence, playing the vicarious hero, and playing the vicarious villain drive enjoyment. Furthermore, being able to play the hero and “fight bad guys” was a significant predictor of enjoyment of violent games. Implications for self-determination theory and theories of media enjoyment are discussed.  相似文献   

9.
This study investigated the effect of individuals’ self-reported skill levels on generated violent content. After playing a violent video game, participants (N = 68) completed a questionnaire determining skill level with measures modified from previous game studies. The resulting 4,023 instances of violence were analyzed using techniques adapted from prior video game content analyses and the National Television Violence Study. Findings indicated a significant difference in the amount and context of violent acts between higher skilled and lower skilled players. Those who reported being higher skilled generated more instances of violence, were more often the perpetrators rather than the targets of violence, experienced greater consequences (graphicness) of violence, and experienced more on-screen and up-close violence.  相似文献   

10.
This study examined verbal aggressiveness in the disengagement of dating relationships, specifically focusing on the relationship between being trait verbally aggressive and using verbal aggression in breaking up, the perceived similarity of both partners in using verbal aggression in breaking up, and the relationship between using verbally aggressive messages and other disengagement messages in the ending of the relationship. Participants (N = 401) reported on their trait verbal aggressiveness, along with the verbally aggressive and disengagement strategies used during the termination of their relationships. This study found that people who were trait verbally aggressive were more likely to use verbally aggressive messages when terminating their dating relationships, that there is a perceived reciprocity effect of verbally aggressive messages in the termination of a relationship, and that verbally aggressive people use more disengagement strategies in general.  相似文献   

11.
Mechanisms of moral disengagement in violent video game play have recently received considerable attention among communication scholars. To date, however, no study has analyzed the prevalence of moral disengagement factors in violent video games. To fill this research gap, the present approach includes both a systematic literature review and a content analysis of moral disengagement cues embedded in the narratives and actual game play of 17 top-ranked first-person shooters (PC). Findings suggest that moral disengagement factors are frequently embedded in first-person shooters, but their prevalence varies considerably. Most violent video games include justifications of the portrayed violence, a distorted portrayal of consequences, and dehumanization of opponents. Implications of the findings for research on violent games are discussed.  相似文献   

12.
Construct validity was investigated of a measure of remote past television viewing in which adults reported their childhood viewing of specific television series. Good recall of past viewing was predicted due to two robust memory capabilities, specifically, high accuracy at estimating frequency of exposure to stimuli, and durable long-term memories for repeatedly-encountered material. Validity was tested by examining relationships between self-reported childhood TV viewing and current aggression. Results indicated that recalled childhood viewing of programs containing violent content was positively related to adult aggressive behavior directly, and aggressive cognitions indirectly, independently of adult exposure to violent TV programs, exposure to nonviolent TV programs, parental disciplinary style, and sex. A valid self-report measure of remote past TV viewing behavior can enable researchers to examine, in a relatively quick and inexpensive manner, long-term relationships between early viewing of any television content and any later psychological outcomes of interest.  相似文献   

13.
An experiment was conducted with 150 male college undergraduates playing different video games to investigate the impact of violent content, frustration with gameplay, and the interaction of those factors with aggressive personality (trait hostility). Results indicate that both violent content and frustration individually leads to greater scores on a state hostility scale, and the interaction of violent content and frustration leads to the highest scores on that scale. Results are discussed in terms of the Frustration-Aggression hypothesis and the General Aggression Model.  相似文献   

14.
This content analysis examines verbal aggression, race, and gender presented in a composite week of popular reality TV programming on cable and broadcast television. Results show that African Americans were found to be overrepresented and depicted disproportionately as more verbally aggressive and more likely to be victims of verbal aggression than other races/ethnicities. African American women were more likely than men to be involved in verbal aggression, both as aggressor and victim. The results are discussed in terms of the potential effects of exposure to verbal aggression and the accompanying contextual factors found in reality TV programming.  相似文献   

15.
Research suggests that media images depicting aggression against sexually objectified women may promote hostile sexism in men. We empirically tested if such effects might occur when men commit simulated acts of aggression against sexualized female opponents in video games, and if such effects might be heightened by psychological immersion (i.e,. the sensation of “presence” while gaming). In two studies, male participants played a first-person-shooter game, with the sex and sexualization of opponents experimentally manipulated. Results indicated that game play increased hostile sexism, to the extent that players reported feeling present in the virtual environment and provided that opponents were depicted as sexualized females, not males or nonsexualized females. No effects on benevolent sexism were observed. These results suggest that the increasingly immersive nature of modern video games might amplify their influence on players, including effects that promote hostility and aggression towards women.  相似文献   

16.
This study examined the joint effects of a superior’s verbally aggressive behaviors and nonverbal immediacy behaviors on a subordinate’s perceptions of a superior’s credibility. Participants (n = 415) from intact classes were randomly assigned into one of the four experiment conditions simulated by four video segments: use of nonverbal immediacy and verbal aggression, nonuse of nonverbal immediacy and use of verbal aggression, use of nonverbal immediacy and nonuse of verbal aggression, and nonuse of nonverbal immediacy and verbal aggression. The findings indicate that superiors who do not use verbally aggressive messages and who are nonverbally immediate were perceived with a higher level of competence, trustworthiness, and caring than superiors who use verbally aggressive messages and who are not nonverbally immediate. In addition, superiors who use verbally aggressive messages and who are nonverbally immediate were perceived with the lowest level of perceived competence as compared to superiors in the other three conditions.  相似文献   

17.
We examined whether motivation for watching television violence explains viewer aggression and considered the contribution of individual viewer differences, including locus of control, experience with crime, exposure to television violence, perceived realism, and viewer involvement. Several viewing motives and individual differences predicted aggression. Where exposure to television violence was a significant predictor of aggression, experience with crime, locus of control, or motivation were stronger predictors. Path analysis revealed direct and indirect links between audience predictors and aggression outcomes. Results were consistent with uses and gratifications assumptions that individual characteristics and expectations mediate the impact of exposure. Individual characteristics predicted aggressive attitudes, often independent of motivation, contextual factors or attitudes, and exposure. There was no conclusive direct link between exposure and aggression. Because motivation for watching television violence differentially affected aggression, research that neglects to consider viewer motivation and other audience characteristics when drawing conclusions about the effects of violence on aggression is called into question.  相似文献   

18.
This study investigates media uses and preferences across two generations and across television and video games. Path analyses using data from 335 families show that the number of hours of television viewed by the first generation (parents at age 30) positively predicts the amount of television use by their offspring in the second generation 18 years later, as well as their own amount of television viewing at that time. The analyses also show that the amount of video game playing among offspring is significantly related to their own as well as their parents' concurrent TV use. While there is no similar longitudinal correlation between a preference for violent television by parents at age 30 and that of their offspring 18 years later, parents' violent television preferences at age 48 are positively correlated with their offspring's concurrent preference for violent television content. Additionally, the violent television preferences of offspring are positively correlated with their own preferences for violent video games. These effects were found while controlling for SES, intellectual achievement, and offspring gender. These results suggest that the amount of time devoted to media use and preferences for violent media generalize across media modalities and are transmitted across generations.  相似文献   

19.
This study explored the relationship among several predictors of verbally aggressive behavior. Of these, the exposure to televised models of verbal and physical aggression were thought to be of greatest importance. The results of the study confirmed recent theoretical and research evidence concerning predictors of aggression such as predisposition for aggressive behavior, sex, and exposure to real life aggression. The study did not, however, find any support for an association between exposure to televised violence and aggressive behavior.  相似文献   

20.
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