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Video Game Violence

Video Game Violence
电子游戏暴力
批准号:
7072250
负责人:
BRAD J BUSHMAN
金额:
$40.23万
依托单位国家:
美国
项目类别:
财政年份:
2005
资助国家:
美国
项目状态:
已结题
起止时间:
2005-06-01 至 2010-03-31

项目摘要

项目成果

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中文摘要
翻译
描述(由申请人提供):过去的研究表明,暴露在电视或电影中的媒体暴力在短期内会刺激攻击性行为,从长远来看,会增加习惯性攻击性行为的风险。这些影响涉及的心理过程似乎是对攻击行为脚本和支持行为的认知的观察性学习,以及长期对暴力的情绪反应的习惯化,以及短期的启动和唤醒过程。从理论上讲,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强。一些已被证明缓和电影和电视暴力效果的因素包括对所描绘的人物的认同感和积极参与,对场景的关注,将它们视为现实,从人物增援中获得替代增援,以及在模仿剧本时获得实际增援。看电视是一种相对被动的活动,而玩电子游戏是一种高度活跃的活动(例如,玩家开枪)。大多数暴力视频游戏要求玩家承担暴力游戏角色的身份(例如,玩家从游戏角色的视觉角度来看待事物)。大多数暴力视频游戏奖励行为激进的人(例如,玩家因杀人而获得分数)。与暴力电视节目和电影相比,暴力电子游戏中呈现的暴力几乎是连续的。我们建议进行一系列实验和一项纵向研究,以测试玩暴力视频游戏对攻击行为和认知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增强亲社会行为,所以我们也计划调查亲社会游戏的影响。这项实验和纵向研究不仅是为了展示一种影响,还旨在调查哪些个人和背景因素会缓和任何影响,这些影响如何随着球员的年龄变化而变化,以及哪些认知和情感变化会对行为产生任何影响。所获得的结果可能是设计和测试干预措施以减少反复接触暴力视频游戏的短期和长期影响的关键,也是设计能够增强亲社会行为和适当的心理社会适应的游戏的关键。
英文摘要
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.
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Video Game Violence
Video Game Violence
Video Game Violence
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