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不同类型电子游戏对青少年攻击性影响的实验研究
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摘要
从上世纪70年代末以来,影像游戏日益占据青少年的休闲时间,成为受他们追捧的娱乐活动之一。随着计算机E时代这一新纪元的到来与繁荣,暴力电子游戏对青少年的影响也逐渐受到研究学者与社会公众的关注。
     就目前大部分的暴力电子游戏而言,奖赏仍然是对玩家的各种游戏暴力行为的一种主要即时反馈方式。那么在相同的电子游戏中,奖赏的反馈方式是否比惩罚的反馈方式更促进了玩家暴力相关的变量呢?又或者,对于相同的电子游戏,不是反馈方式的差异,而是游戏内容本身所含的暴力线索等加剧了玩家的暴力相关变量?
     本研究在问卷筛选的基础上,通过实验设计和竞争反应时任务,旨在探讨就同一款电子游戏,是否含有暴力游戏内容以及对游戏中暴力行为给予奖赏和惩罚这两种不同的即时反馈时,对玩家随后的攻击性行为及其相关变量产生什么影响?并就目前我国家长对子女电子游戏行为的监控做一粗略调查。
     研究结果表明:(1)电子游戏对玩家攻击性及其相关变量的消极效应大小与游戏内容有关:与非暴力电子游戏相比,暴力电子游戏对青少年玩家攻击性及其相关变量的负面影响更大。(2)对玩家在暴力电子游戏中的攻击性行为给予赞赏和惩罚两种不同即时反馈方式,对玩家的即时攻击性情绪、攻击性认知和攻击性行为有不同的影响:赞赏反馈方式更大地激活了玩家即时的攻击性及其相关变量。(3)电子游戏所致玩家攻击性及其相关变量上的消极效应存在性别差异,但这种差异在不同游戏条件下的表现方式、影响程度并不一致。(4)父母对子女电子游戏行为的积极干预对削弱电子游戏所带来的消极效应具重要意义。
Video games, especially the violent video games have become more and more popular to adolescents since 1970, they have taken an important part in children's leisure entertainment. At the same time, "Do violence in video games may cause aggressive behavior among adolescent players" has come under increasing attention.
     As we all know, reward for violent actions is a dominant characteristic of many violent video games. This raises an intriguing question: Do video games that reward violent actions increase higher aggression-related variables compared with similar games that punish violent actions or that are other elements cause the differences?
     Our studies would like to examine the effects of reward and punishment for kinds of violent actions within a video game on later aggressive cognition, affect, and behavior; In addition, we get a survey about the level of parental monitoring of adolescent video game use.
     Results are interpreted within and support the framework of the General Aggression Model: First, comparing to nonviolent video games, violent video games did be more positively related to the accessibility of aggression; Second, rewarding violent game actions increased more aggressive behavior and other related aggressions than punishing violent game actions; Third, consistent with prior studies and theoretical work emphasizing there's a sex differences in the affect of video games, but in specific ways; Forth, parent's intervention in video game habits appears to act as a protective factor.
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