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Do video games exert stronger effects on aggression than film? The role of media interactivity and identification on the association of violent content and aggressive outcomes

机译:电子游戏对侵略的影响是否大于电影?媒体互动和识别在暴力内容与攻击性结果关联中的作用

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This study investigated whether media interactivity would influence the short-term effects of violent content on audience aggression. The general aggression model, social cognitive theory, and character identification offered the theoretical framework. A random sample of 102 male college students were randomly assigned to one of three conditions: video game playing, recorded game-play watching, or movie watching. The results indicated that video game players (mediated enactive experience) experienced greater increases in aggressive affect, aggressive cognition, and physiological arousal than participants who watched recorded game play or comparable movie scenes (mediated observational experience). The study indicated that media interactivity in video game exacerbated the violent effect on short-term, aggressive responses. Character identification did not mediate the effect of media interactivity on aggression. Future studies should incorporate more comprehensive measures of character identification to investigate inconsistent findings regarding media interactivity and identification.
机译:这项研究调查了媒体互动是否会影响暴力内容对受众侵略的短期影响。总体攻击模型,社会认知理论和性格认同提供了理论框架。将102名男大学生的随机样本随机分配到以下三个条件之一:视频游戏,观看录制的游戏或看电影。结果表明,与观看录制的游戏玩法或类似电影场景的参与者(介导的观察体验)相比,视频游戏玩家(介导的主动体验)的攻击感,攻击性认知和生理唤醒的增加更大。研究表明,视频游戏中的媒体互动会加剧对短期攻击行为的暴力影响。角色识别没有调解媒体互动对侵略的影响。未来的研究应采用更全面的字符识别方法,以调查有关媒体交互性和识别的不一致发现。

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