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Short-term effects of prosocial video games on aggression: an event-related potential study

机译:亲社会视频游戏对侵略的短期影响:一项与事件相关的潜在研究

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摘要

Previous research has shown that exposure to violent video games increases aggression, whereas exposure to prosocial video games can reduce aggressive behavior. However, little is known about the neural correlates of these behavioral effects. This work is the first to investigate the electrophysiological features of the relationship between playing a prosocial video game and inhibition of aggressive behavior. Forty-nine subjects played either a prosocial or a neutral video game for 20 min, then participated in an event-related potential (ERP) experiment based on an oddball paradigm and designed to test electrophysiological responses to prosocial and violent words. Finally, subjects completed a competitive reaction time task (CRTT) which based on Taylor's Aggression Paradigm and contains reaction time and noise intensity chosen as a measure of aggressive behavior. The results show that the prosocial video game group (compared to the neutral video game group) displayed smaller P300 amplitudes, were more accurate in distinguishing violent words, and were less aggressive as evaluated by the CRTT of noise intensity chosen. A mediation analysis shows that the P300 amplitude evoked by violent words partially mediates the relationship between type of video game and subsequent aggressive behavior. The results support theories based on the General Learning Model. We provide converging behavioral and neural evidence that exposure to prosocial media may reduce aggression.
机译:先前的研究表明,接触暴力视频游戏会增加攻击性,而接触亲社会视频游戏则可以减少攻击行为。但是,关于这些行为效应的神经相关性知之甚少。这项工作是首次研究玩亲社会视频游戏与抑制攻击行为之间的关系的电生理特征。 49名受试者玩了亲社会或中性视频游戏20分钟,然后参加了基于奇数球范式的事件相关电位(ERP)实验,旨在测试对亲社会和暴力单词的电生理反应。最后,受试者完成了一项竞争性反应时间任务(CRTT),该任务基于泰勒的“侵略范式”,包含反应时间和噪声强度,以作为攻击行为的量度。结果表明,亲社会视频游戏组(与中立视频游戏组相比)显示出较小的P300幅度,在区分暴力单词时更准确,而通过选择的噪声强度进行CRTT评估则更具攻击性。调解分析显示,暴力单词引起的P300幅度部分地调节了视频游戏类型与随后的攻击行为之间的关系。结果支持基于通用学习模型的理论。我们提供了越来越多的行为和神经证据,证明亲社会媒体的接触可以减少侵略。

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