Violent video games and hostile expectations: A test of the General Aggression Model

Violent video games and hostile expectations: A test of the General Aggression Model
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DOI:
10.1177/014616702237649
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发表时间:
2002-12-01
影响因子:
4
通讯作者:
Anderson, CA
Anderson, CA
中科院分区:
心理学2区
文献类型:
--
作者:
Bushman, BJ;Anderson, CA

文献摘要

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几十年来的研究表明,暴力媒体会增加攻击性。现在是时候超越暴力媒体是否会增加攻击性的问题,来回答为什么暴力媒体会增加攻击性的问题了。目前的研究测试了暴力电子游戏是否会产生敌意期望偏差——期望他人对潜在冲突做出攻击性反应的倾向。参与者 (N = 224) 玩暴力或非暴力视频游戏。接下来,他们阅读有关潜在人际冲突的模糊故事。他们被问到随着故事的继续,主角会做什么、说什么、想什么、有什么感受。玩暴力电子游戏的人认为,与玩非暴力电子游戏的人相比,主角的行为更加激进,思维更加激进,感觉更加愤怒。这些结果与一般攻击模型一致。
Research conducted over several decades has shown that violent media increase aggression. It is now time to move beyond the question of whether violent media increase aggression to answering the question why violent media increase aggression. The present research tested whether violent video games produce a hostile expectation bias-the tendency to expect others to react to potential conflicts with aggression. Participants (N = 224) played either a violent or nonviolent video game. Next, they read ambiguous story stems about potential interpersonal conflicts. They were asked what the main character will do, say, think, and feel as the story continues. People who played a violent video game described the main character as behaving more aggressively, thinking more aggressive thoughts, and feeling more angry than did people who played a nonviolent video game. These results are consistent with the General Aggression Model.