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暴力视频游戏与亲社会游戏对认知、情感和行为的影响:基于一般学习模型的视角
作者:李俊一  靳宇倡 
单位:四川师范大学教师教育学院 成都 610068 
关键词:暴力游戏 亲社会游戏 一般学习模型 攻击行为 亲社会行为 
分类号:R395.1
出版年,卷(期):页码:2014,22(6):985-988
摘要:

目的:基于一般学习模型的视角(General Learning Model,GLM),探讨暴力游戏和亲社会游戏对认知、情感和行为的不同影响。方法:实验为2(游戏内容:暴力和亲社会游戏)×2(侵犯特质:高侵犯和低侵犯)设计,采用七巧板任务考察帮助与攻击行为,华人敌意量表考察敌意认知,敌意状态量表考察积极情感和敌意情感。结果:玩亲社会游戏虽然没显著增加亲社会行为,但被试体验到更多积极情感。玩暴力游戏比亲社会游戏的人表现更多敌意认知、情感和行为。暴力游戏条件下,高侵犯特质组比低侵犯特质组表现更多的敌意认知和敌意情感。结论:实验结果部分支持一般学习模型。

Objective: The purpose of this article was to investigate the short-term effects of violent video games and prosocial video games on cognition, emotion and behavior based on the perspective of general learning model. Methods: A sample of 80 undergraduate students took part in a 2(Video game content: violent video game and prosocial video game)×2 (Trait aggressiveness: high aggressiveness and low agressiveness) experiment. Participants were asked to complete a tangram puzzle task used to assess helpful behavior and aggressive behavior. State Hostility Scale, Buss-Perry Aggression Questionnaire and Chinese Hostility Inventory were used to assess aggressive affect, prosocial affect, trait aggressiveness and aggressive cognition. Results: The group with prosocial video games expierence showed increased positive state affect, compared to the group with violent video games. The group with violent video games reported more aggressive cognition, affect and behavior than the group with prosocial video games. Moreover, in the violent video game condition, participants with high aggressiveness showed more aggressive affect and cognition than those with low aggressiveness. Conclusion: The present study partially supports the general learning model.

基金项目:
国家社会科学基金项目(12XSH019)和教育部人文社会科学基金项目(12YJA190009)资助;四川师范大学学科建设办:教育管理专业学位研究培养模式的研究与实践(062021)资助
作者简介:
参考文献:

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