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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:剧烈视频游戏作为男性与女性化身在男女球员中随后侵略的影响

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摘要

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).
机译:以前的研究表明,暴力视频游戏可以在他们发挥之后立即增加玩家的侵略。本研究审查了一个微妙的线索内部的剧烈视频游戏中可能会使这些效果的影响 - 无论是头像是男性还是女性。一种常见的刻板印象是,男性比女性更具侵略性。因此,与女性的头像相比,玩一个暴力的视频游戏作为雄性头像,应该更有可能在球员中引起侵略性的思想和倾向,并导致更积极的行为。男女大学生(n = 242)被随机分配到男性或女性化身的剧烈视频游戏。在游戏之后,参与者给了一个讨厌辛辣食物辣酱的过硬伙伴。给定的辣酱量用于衡量侵略。与引发理论一致,结果表明,作为男性头像作为雄性头像的男性和女性参与者比那些作为女性头像的人表现得更积极地表现得更积极地表现得更积极地。男性参与者对男性参与者的启动效果比女性参与者对较为强烈的效果,这表明男性参与者与男性的比喻更多地确定比女性参与者更多。这些结果尤其值得注意,因为它们与最近的另一个实验一致,表明将暴力游戏作为具有不同的刻板侵略性属性(黑色肤色)刺激比在没有刻板侵略性属性的情况下刺激更侵略的侵略性(杨等人。,2014年,社会心理和人格科学)。

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