Effect of Playing Violent Video Games Cooperatively or Competitively on Subsequent Cooperative Behavior

Effect of Playing Violent Video Games Cooperatively or Competitively on Subsequent Cooperative Behavior
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DOI:
10.1089/cyber.2011.0308
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发表时间:
2012-05-01
影响因子:
6.6
通讯作者:
DeCoster, Jamie
DeCoster, Jamie
中科院分区:
心理学3区
文献类型:
--
作者:
Ewoldsen, David R.;Eno, Cassie A.;DeCoster, Jamie

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对电子游戏的研究得出了一致的结论,即暴力电子游戏会增加攻击性,减少亲社会行为。然而,这些研究主要针对的是单人游戏。有趣的是,暴力电子游戏中的合作玩法对随后的合作或竞争行为的影响。参与者以合作或竞争的方式玩《光晕2》(一款第一人称射击游戏),然后完成一个改进的囚徒困境任务,以评估竞争和合作行为。与竞争性游戏条件相比,合作条件下的玩家更倾向于以牙还牙的行为——一种典型的先于合作行为的行为模式。比起所玩的游戏内容,游戏玩法的社会背景对后续行为的影响更大。
Research on video games has yielded consistent findings that violent video games increase aggression and decrease prosocial behavior. However, these studies typically examined single-player games. Of interest is the effect of cooperative play in a violent video game on subsequent cooperative or competitive behavior. Participants played Halo II (a first-person shooter game) cooperatively or competitively and then completed a modified prisoner's dilemma task to assess competitive and cooperative behavior. Compared with the competitive play conditions, players in the cooperative condition engaged in more tit-for-tat behaviors-a pattern of behavior that typically precedes cooperative behavior. The social context of game play influenced subsequent behavior more than the content of the game that was played.