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1.
广州市青少年网络暴力游戏状况分析   总被引:1,自引:1,他引:0  
本文以传播学的"涵化理论"、社会学的"社会学习理论"、心理学的"网络成癃理论"为基础理论,以广州市的中学生为研究对象,探讨青少年玩网络暴力游戏的状况.研究发现,网络游戏中的某些暴力倾向影响着青少年的现实观,导致了青少年一定的暴力倾向;青少年沉迷网络暴力游戏的程度越深,崇尚暴力的倾向越大.  相似文献   

2.
江根源 《新闻大学》2012,(1):116-124
我国对“网络暴力(cyberbullying)”的研究集中在“人肉搜索”和“网络暴力游戏”,而对其在青少年群体当中的传播形态、传播模式以及对青少年的心理影响等一系列理论问题尚缺乏深入的理解与研究.本研究借鉴西方的相关研究成果,编制了旨在研究青少年网络暴力行为特征与社会成因的问卷,通过e-mail、论坛链接的方式随机发放并回收了有效问卷136份.研究发现83.8%(114人)的受访者是网络暴力的受害者,还有14.7%的人(20人)承认是施暴者;研究还显示性别、年龄与网络暴力的参与程度具有密切关系,男性更容易成为网络暴力的实施者,而在受害者中,高二和大学低年级是遭受网络暴力的高峰期,到了大学高年级开始呈现下降趋势;研究还发现网络暴力对青少年造成了不同程度的心理和行为伤害,甚至可致受害者逃学或者有轻生的念头.经过分析,我认为网络暴力在青少年群体中之所以普遍存在,首先与网络本身的匿名性有关,更与青少年个体所生活的家庭与社会环境紧密相关.  相似文献   

3.
陈波  冯晓娜 《东南传播》2021,(4):106-109
网络暴力主体低龄化趋势逐年上升,已然成为突出的社会问题.当前对青少年网络暴力的研究局限于成因与对策方面,对青少年网络暴力行为模式及不同行为模式下青少年网络暴力的成因、应对措施的深入探究相对不足.通过大量案例推衍出青少年网络暴力行为发展模式,对网络暴力主体低龄化现象的内外诱因进行分析,从青少年个人、家庭、学校、媒体、政府等五个方面提出具体有效的应对措施.  相似文献   

4.
《中国新闻周刊》2005,(23):71-71
对美国芝加哥青少年进行的一项纵向研究显示,即使仅仅目击过一次枪击等暴力血腥场面,也可能使青少年日后发生暴力行为的几率提高1倍。  相似文献   

5.
当前,青少年犯罪率逐年上升,其中以暴力方式实施犯罪的更是急剧增加。与此同时,一些媒体紧盯这一卖点,在报道青少年暴力行为时大肆炒作,给社会带来了极大的消极影响。表现1.标题庸俗、刺激媒体对暴力行为的报道手法在很大程度上是借鉴了黄色新闻的惯用手法,  相似文献   

6.
《新闻界》2017,(5):52-59
随着互联网技术的不断发展,网络语言随之而来,标新立异的流行语在青少年群体中崛起。本研究选取了一部分青少年为研究对象,将网络流行语放置到日常对话情境中,对他们在生活实践中的话语呈现进行了分析。研究发现,青少年网络流行语的传播语境具有自黑式、黑色幽默、熟人式、无厘头的特征。在此基础上,本文进一步提出青少年网络语言的行动逻辑就像一场语言的游戏。在这场游戏中,他们遵从游戏化表达、默认一致性以及艺术化思维的范式。了解其传播语境及背后逻辑,对青少年问题的研究具有一定启示。  相似文献   

7.
大学生的网络语言暴力行为,已经成为网络治理的难题之一。大学生对"网络语言暴力"的频繁使用,不仅给网络暴力事件中的当事人带来了较大的身心伤害,冲击了社会的道德准则,也给大学生的思想政治教育带来了新的挑战。在此背景下,本文基于对大学生网络语言暴力行为的调查分析,剖析大学生网络语言暴力行为的现状、危害,并为大学生网络语言暴力行为的防治提供可行性方案。  相似文献   

8.
引导青少年走进图书馆   总被引:1,自引:0,他引:1  
1网络内容的复杂性要求图书馆加强对青少年的引导 Internet以强劲之势席卷整个人类,其以内容广、更新快,成为人们了解世界、走向世界的快捷窗口.同样,也吸引了对未知世界充满好奇和探索精神的青少年.信息化时代,掌握网络知识,跟上时代是现代青少年的必然选择.  相似文献   

9.
《新闻界》2018,(6):42-49
在过往的研究中,关于网络语言的亚文化属性及青少年由此形塑的区隔、抗争、娱乐、游戏等多样和繁杂的文化身份均有了详尽且深刻的描述和分析。本研究将关注点从宏观层面的网络语言亚文化特性迁移至网络语言自身的承载机理与内容表征,着重关注青少年在"丰富芜杂、急速更新、海量且弥散"的信息洪流中如何自我面对和自我建构,涉及青少年对于网络语言的攫取、接收、模仿、创造、表达、传播等一系列过程。这其中,青少年呈现出"网感"、"刷屏"和"拒土"三个较为显著的现象。在此基础上,研究将网络语言作为一种信息时尚,呈现出区隔、新奇、转瞬即逝的文化逻辑。而青少年以"注视"的姿态,面对网络语言的流转和变迁。"注视"是一个观看动作,也是一种观看方式。具有蕴含情感、在游弋和趋同中动态切换、置于关系网络之中三个特征。"注视"横亘于青少年和网络语言之间。在对迅捷且易变的语言讯息持久且专注的"注视"中,青少年的文化身份和流动不居的网络语言一样,变化不定,不断变动。  相似文献   

10.
中国的校园暴力问题越来越多地见诸媒体。特别是那些中专、中职类“出路不太理想”的学校。假如不对青少年暴力行为的根源进行反思,当上一辈人用玫瑰色的语言回忆“阳光灿烂的日子”,下一代人还将继续刻画自己的残酷青春  相似文献   

11.
Mechanisms of moral disengagement in violent video game play have recently received considerable attention among communication scholars. To date, however, no study has analyzed the prevalence of moral disengagement factors in violent video games. To fill this research gap, the present approach includes both a systematic literature review and a content analysis of moral disengagement cues embedded in the narratives and actual game play of 17 top-ranked first-person shooters (PC). Findings suggest that moral disengagement factors are frequently embedded in first-person shooters, but their prevalence varies considerably. Most violent video games include justifications of the portrayed violence, a distorted portrayal of consequences, and dehumanization of opponents. Implications of the findings for research on violent games are discussed.  相似文献   

12.
《Communication monographs》2012,79(2):217-233
Research on violent video games suggests that play leads to aggressive behavior. A longitudinal study of an online violent video game with a control group tested for changes in aggressive cognitions and behaviors. The findings did not support the assertion that a violent game will cause substantial increases in real-world aggression. The findings are presented and discussed, along with their implications for research and policy.  相似文献   

13.
The internet and social media sites are used extensively by violent extremist actors, providing new areas of inquiry for journalists reporting violent extremism. Based on 26 in-depth interviews with Norwegian media professionals, the present article describes how journalists monitor, assess, and make use of online information in investigative reporting of violent extremist groups in today’s networked media environment, characterized by complex interaction patterns, a plurality of voices, and blurred boundaries between private and public communication. While existing research on journalists’ use of social media as a source has tended to emphasize breaking news, the present article focuses on longer-term investigative efforts of journalists. The article gives insights into journalistic investigative practices in the networked media environment, in general, and in reporting violent extremism, in particular.  相似文献   

14.
从自我概念出发,基于自我差异理论,探讨在线科研社区成员的虚拟与现实自我之间的差异程度对其心理状态和知识共享行为的影响,构建"自我差异感知隐私权知识共享"概念模型.以275名在线科研社区成员为样本,通过结构方程模型,对概念模型中3个维度之间的关系进行实证检验.修正后的模型显示,科研人员的个人和社会自我差异、自主性、情绪恢复和情感宣泄感知对其在社区中的知识共享质量和数量起到关键性作用,在此基础上提出几点促进在线科研社区知识共享建议.  相似文献   

15.
The scholarly attention paid to the ways in which television viewers perceive sports action as violent, how perceptions may differ across games, and how perceptions might impact enjoyment is limited. The current project extends the literature by investigating perceived violence and enjoyment across different intercollegiate (American) football contests between two heated rivals. A total of 568 individuals viewed one of four televised contests featuring the same hometown team: two against heated rivals, two against nonrivals. Results reveal that viewers clearly perceived rivalry games to be more violent than nonrivalry games. Moreover, games won by the hometeam were seen as more violent than those lost. Also, those perceiving high levels of violence reported greater enjoyment than those who perceived low levels of violence in all games. Finally, hierarchical regression analyses revealed that perceived violence contributes differently to the enjoyment of games won than to games lost. Possible explanations for and implication of the findings are offered.  相似文献   

16.
In addition to individual risk factors, recent findings surrounding the effects of violent video game play have provided compelling evidence that the contextual features of games also contribute to increased outcome aggression. The current study focuses on the relationship between violent video game play and the use of gun controllers on both social norms related to aggression and real-life behavioral aggression. As predicted, both violent video game play and gun controller use were positively related to behavioral aggression. The implications of these findings are discussed along with their influence on future research in this area.  相似文献   

17.
文章以云南陆军讲武堂的历史和档案文献研究为例,对档案研究中的"过程说"进行阐释。从档案是历史存在过程的客观呈现形式、档案文本的解读与利用须从历史存在具有的过程性角度进行及档案与历史存在具有"过程"统一性三个角度,对"过程说"适用于档案研究的基础进行了分析。文章认为以"过程说"作为档案研究的方法,不仅能够为档案的整理工作提供指导,也能够通过对历史存在时间和空间及档案形成范围的界定,在一定程度上控制档案的"泛化",并促进档案文献体系的完善。  相似文献   

18.
This research examined various predictors of flow in video games. Study 1 examined the effects of performance on flow across two game genres (shooting and medical simulation games) and demonstrated that successful performance results in greater flow. Study 2 demonstrated an interaction effect of skill and challenge on flow across three genres (racing, violent, and prosocial games). Highly skilled players experience greater flow when encountering higher challenge whereas players with moderate and low levels of skill experience less flow when encountering higher challenge. Study 3 tested the moderating role of users' playfulness in an exergame and a music game.  相似文献   

19.
This study investigates media uses and preferences across two generations and across television and video games. Path analyses using data from 335 families show that the number of hours of television viewed by the first generation (parents at age 30) positively predicts the amount of television use by their offspring in the second generation 18 years later, as well as their own amount of television viewing at that time. The analyses also show that the amount of video game playing among offspring is significantly related to their own as well as their parents' concurrent TV use. While there is no similar longitudinal correlation between a preference for violent television by parents at age 30 and that of their offspring 18 years later, parents' violent television preferences at age 48 are positively correlated with their offspring's concurrent preference for violent television content. Additionally, the violent television preferences of offspring are positively correlated with their own preferences for violent video games. These effects were found while controlling for SES, intellectual achievement, and offspring gender. These results suggest that the amount of time devoted to media use and preferences for violent media generalize across media modalities and are transmitted across generations.  相似文献   

20.
In an exploratory survey that sampled video gamers, participants were asked to indicate why they enjoy playing their favorite video game. On the basis of ESRB ratings, we compare those whose favorite game is violent to those whose favorite game is nonviolent. Consistent with self-determination theory, the findings suggest need for autonomy and competence are important motivating factors. However, the findings also suggest fans of violent games differed from fans of nonviolent games in the degree to which arousal, liking violence, playing the vicarious hero, and playing the vicarious villain drive enjoyment. Furthermore, being able to play the hero and “fight bad guys” was a significant predictor of enjoyment of violent games. Implications for self-determination theory and theories of media enjoyment are discussed.  相似文献   

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