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Effect of Multiplayer Interactive Violent Video Games on Players' Explicit and Implicit Aggression

机译:多人交流暴力视频游戏对玩家显式和隐含侵略的影响

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While violent video games are of great concern to the public for their potential impact of inducing aggression, recent changes in the dynamics of gaming has rendered study of such phenomena quite challenging. The impact of interpersonal factors on players' aggression has not yet to be fully understood. The present experiment was designed to test explicit and implicit aggression caused by multiplayer interactive violent games. 56 male participants were randomly assigned to three groups (four-player group, double-player group and solo-play group). Extrinsic Affective Simon Task (EAST) and words evaluation task (WET) were used to test implicit and explicit aggressive cognition respectively. Competitive Reaction Time Task (CRT) was for measuring explicit aggressive behavior. Results showed: (1) Participants with low-trait aggression were more aggressive in implicit aggressive cognition when playing in four-player group than in other two groups. (2) Explicit aggressive cognition was affected by both interactive modes and trait aggression without interaction. The solo-play group was more explicitly aggressive than the four-player group. High-trait aggression group was more aggressive than low-trait group. (3) Participants' aggressive behavior decreased as the number of players increased. Factors that affect violent video games' impact on players' aggression were discussed.
机译:虽然暴力视频游戏对于公众对诱导侵略的潜在影响很重要,但最近博彩动力学的变化使得这种现象具有相当具有挑战性的研究。人际因素对球员侵略的影响尚未完全明白。目前的实验旨在测试由多人互动暴力游戏造成的明确和隐含的侵略。 56名男性参与者被随机分配到三组(四名球员组,双人球队和独奏播放组)。外部情感SIMON任务(东)和单词评估任务(湿)分别用于测试隐式和明确的攻击认知。竞争反应时间任务(CRT)用于衡量明确的攻击行为。结果表明:(1)在四人群体群体中比其他两组相比,脱节性侵略的参与者在无隐性侵略性认知中更具侵略性。 (2)明确的侵略性认知受互动模式和特质侵略而没有互动的影响。独奏播放组比四名球队群体更明确侵略性。高分性侵略组比低特产群体更具侵略性。 (3)当球员数量增加时,参与者的侵略行为减少。讨论了影响暴力视频游戏对玩家侵略的因素。

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