Does playing video games with violent content temporarily increase aggressive inclinations? A pre-registered experimental study

Does playing video games with violent content temporarily increase aggressive inclinations? A pre-registered experimental study
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DOI:
10.1016/j.jesp.2015.10.009
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发表时间:
2016-11-01
影响因子:
3.5
通讯作者:
Basham, Ariel
Basham, Ariel
中科院分区:
心理学2区
文献类型:
--
作者:
McCarthy, Randy J.;Coley, Sarah L.;Basham, Ariel

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目前的研究测试了玩暴力视频游戏(VVG)的参与者是否会比玩非暴力视频游戏(NVG)的参与者表现出更强的攻击性倾向。参与者(N=386)被随机分配到扮演VVG或NVG,然后大概与另一个(不存在的)参与者互动。然后我们测量了参与者的攻击性倾向:参与者报告了他们想要在代表他们互动伙伴的“巫毒娃娃”中插多少别针,参与者报告了他们实际伤害他们互动伙伴的可能性有多大。我们没有检测到几种结果的条件之间的任何差异:互动过程中表现出的攻击性倾向的数量,参与者选择粘在他们互动伙伴的代表中的别针的数量,以及参与者自我报告他们会伤害他们互动伙伴的可能性。因此,玩VVG会增加攻击性倾向的假设在这项研究中不被支持。探索性分析揭示了(1)参与者自我报告的进攻性和对游戏令人沮丧或困难的看法之间的关联(2)性别和较高水平的别针选择,以及(3)参与者作为游戏玩家的自我认同和较低水平的别针选择之间的关联。(C)2015 Elsevier Inc.保留所有权利。
The current study tested whether participants who played a violent video game (VVG) would exhibit increased aggressive inclinations relative to those who played a non-violent video game (NVG). Participants (N = 386) were randomly assigned to play a VVG or a NVG prior to presumably interacting with another (non-existent) participant. We then measured participants' aggressive inclinations: Participants reported how many pins they would like to stick into a "voodoo doll" representing their interaction partner, and participants reported how likely they would be to actually harm their interaction partner. We did not detect any differences between conditions for several outcomes: the amount of aggressive inclinations displayed during the interaction, the number of pins participants chose to stick into a representation of their interaction partner, and participants' self-reported likelihood they would harm their interaction partner. Thus, the hypothesis that playing a VVG would increase aggressive inclinations was not supported in this study. Exploratory analyses revealed associations between (1) participants' self-reported likelihood to aggress and perceptions of the game as frustrating or difficult (2) gender and higher levels of pin selection, and (3) participants' self-identification as a gamer and lower levels of pin selection. (C) 2015 Elsevier Inc. All rights reserved.