首页> 外文期刊>Aggressive behavior: A multidisciplinary journal devoted to the experimental and observational analysis of conflict in humans and animals >Effects of Playing a Violent Video Game as Male Versus Female Avatar on Subsequent Aggression in Male and Female Players
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Effects of Playing a Violent Video Game as Male Versus Female Avatar on Subsequent Aggression in Male and Female Players

机译:玩暴力游戏作为男性对女性化身对男性和女性玩家随后侵略的影响

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Previous research has shown that violent video games can increase aggression in players immediately after they play. The present research examines the effects of one subtle cue within violent video games that might moderate these effects-whether the avatar is male or female. One common stereotype is that males are more aggressive than females. Thus, playing a violent video game as a male avatar, compared to a female avatar, should be more likely to prime aggressive thoughts and inclinations in players and lead to more aggressive behavior afterwards. Male and female university students (N?242) were randomly assigned to play a violent video game as a male or female avatar. After gameplay, participants gave an ostensible partner who hated spicy food hot sauce to eat. The amount of hot sauce given was used to measure aggression. Consistent with priming theory, results showed that both male and female participants who played a violent game as a male avatar behaved more aggressively afterwards than those who played as female avatar. The priming effects of the male avatar were somewhat stronger for male participants than for female participants, suggesting that male participants identified more with the male avatar than did the female participants. These results are particularly noteworthy because they are consistent with another recent experiment showing that playing a violent game as an avatar with a different stereotypically aggressive attribute (black skin color) stimulates more aggression than playing as an avatar without the stereotypically aggressive attribute (Yang et al., 2014, Social Psychological and Personality Science). Aggr. Behav. 40:537-541, 2014.
机译:先前的研究表明,暴力视频游戏可以在玩家玩游戏后立即增强其攻击性。本研究研究了暴力视频游戏中一种微妙线索的影响,该线索可能会缓解这些影响-无论化身是男性还是女性。一种常见的刻板印象是,男性比女性更具攻击性。因此,与女性化身相比,以男性化身玩暴力视频游戏应该更有可能引发玩家的侵略性思想和倾向,并随后导致更具侵略性的行为。男性和女性大学生(N?242)被随机分配作为男性或女性化身玩暴力视频游戏。在玩完游戏后,参与者给了一个表面上的伴侣,他讨厌吃辣的食物辣酱。给出的辣酱数量用于衡量侵略性。与启动理论一致,结果表明,男性参与者在玩暴力游戏时扮演男性化身比男性参与者玩后更具攻击性。对于男性参与者,男性化身的启动作用要比对女性参与者要强一些,这表明男性参与者对男性化身的认同要比女性参与者更多。这些结果特别值得注意,因为它们与最近的另一项实验一致,该实验表明,将暴力游戏作为具有不同的刻板印象攻击属性(黑色肤色)的化身比不具有刻板印象攻击属性的化身来刺激更多的攻击性(Yang等(2014年,社会心理学与人格科学)。 Aggr。行为。 40:537-541,2014。

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