Video Game Violence
电子游戏暴力
基本信息
- 批准号:7475860
- 负责人:
- 金额:$ 38.83万
- 依托单位:
- 依托单位国家:美国
- 项目类别:
- 财政年份:2005
- 资助国家:美国
- 起止时间:2005-06-01 至 2010-03-31
- 项目状态:已结题
- 来源:
- 关键词:AddressAffectAgeAggressive behaviorArousalAttentionBehaviorBeliefBloodChildChild BehaviorCognitionCognitiveConsensusDevelopmentDissentEducational process of instructingElementsEmotionalEmpirical ResearchEnrollmentExposure toFantasyFilmFrequenciesGenderGunsHostilityHumanIndividualInfantInterventionLeadLearningLong-Term EffectsLongitudinal StudiesMediatingMediator of activation proteinNeuronsPerceptionPerformancePersonsPlayProcessPsychological reinforcementResearchResearch DesignResearch PersonnelRewardsRiskRoleRunningSeriesShapesSocial BehaviorSocial ProblemsSocializationStimulusTelevisionTestingTimeVideo GamesViolenceVisualYouthbasebehavior observationconditioningcontextual factorsdesensitizationdesignexperiencekillingsmovienetwork modelsneurophysiologyportrayal of violence in the mediaprogramspsychologicpsychosocialreinforced behaviorresearch studyresponsesexsocialsocial cognitionsuccesstheoriestraitvideo game violencevisual mediayouth violence
项目摘要
DESCRIPTION (provided by applicant): It is reasonably clear from past research that exposure to media violence on TV or in films both stimulates aggressive behavior in the short run and increases the risk for habitual aggressive behavior in the long run. The psychological processes involved in these effects seem to be observational learning of scripts for aggressive behavior and cognitions supporting behavior as well as habituation of emotional responses to violence in the long run and priming and arousal processes in the short run. There are theoretical reasons to expect violent video games to have an even stronger effect on aggression than violent TV programs. Some of the factors that have been shown to moderate the effects of film and TV violence are identification and active involvement with the characters portrayed, attention to the scenes, perception of them as realistic, vicarious reinforcement obtained from characters reinforcements, and actual reinforcements obtained when the scripts are imitated. Whereas TV viewing is a relatively passive activity, video game playing is highly active (e.g., the player shoots the gun). Most violent video games require the player to take on the identity of a violent game character (e.g., the player sees things from the game character's visual perspective). Most violent video games reward individuals for behaving aggressively (e.g., players get points for killing people). Compared to violent TV programs and films, the violence shown in violent video games is almost continuous. We propose to conduct a series of experiments and a longitudinal study to test the extent of the short term and long term effects of playing violent video games on the development of aggressive behavior and cognitions. Because the theory equally suggests that the experience of playing pro-social games should enhance pro-social behavior, we plan to investigate the effects of pro-social games as well. More than just demonstrating an effect, the experiments and longitudinal study are designed to investigate what personal and contextual factors moderate any effects, how the effects vary with age of the player, and what cognitive and emotional changes mediate any effects on behavior. The obtained results can be key to designing and testing interventions to reduce the short and long term impact of repeated exposure to violent video games and also to designing games that can enhance pro-social behavior and appropriate psychosocial adjustment.
描述(由申请人提供):从过去的研究中可以相当清楚地看出,暴露于电视或电影中的媒体暴力既会在短期内刺激攻击性行为,也会在长期内增加习惯性攻击性行为的风险。参与这些影响的心理过程似乎是对攻击行为脚本的观察学习和支持行为的认知,以及长期对暴力的情绪反应的习惯化和短期的启动和唤醒过程。理论上有理由认为暴力电子游戏比暴力电视节目对攻击性的影响更大。一些因素已被证明是缓和电影和电视暴力的影响是识别和积极参与所描绘的人物,关注的场景,他们作为现实的感知,从人物强化中获得的替代强化,以及当剧本被模仿时获得的实际强化。虽然看电视是相对被动的活动,但玩视频游戏是高度主动的(例如,玩家开枪)。大多数暴力视频游戏要求玩家扮演暴力游戏角色的身份(例如,玩家从游戏角色的视觉视角看事物)。大多数暴力视频游戏都会奖励行为具有攻击性的人(例如,玩家可以通过杀人获得积分)。与暴力电视节目和电影相比,暴力电子游戏中显示的暴力几乎是连续的。我们建议进行一系列的实验和纵向研究,以测试玩暴力视频游戏的攻击性行为和认知的发展的短期和长期影响的程度。因为该理论同样表明,玩亲社会游戏的经历应该会增强亲社会行为,所以我们也计划研究亲社会游戏的影响。这些实验和纵向研究不仅仅是为了证明一种效果,还旨在调查哪些个人和背景因素会调节任何效果,这些效果如何随玩家年龄而变化,以及哪些认知和情感变化会调节对行为的任何影响。所获得的结果可能是设计和测试干预措施的关键,以减少反复接触暴力视频游戏的短期和长期影响,并设计可以增强亲社会行为和适当的心理社会调整的游戏。
项目成果
期刊论文数量(0)
专著数量(0)
科研奖励数量(0)
会议论文数量(0)
专利数量(0)
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