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1.
In this study, an experimental design was utilized to test, first, the effect of a violent game versus a no game control on physical and verbal aggression and retaliatory aggression against a confederate. In addition, the effects of two internal video game manipulations were explored. Overall, those in the violent game condition were more verbally and physically aggressive than those in the no game condition. In terms of internal game features, third-person play with the blood on, especially when combined with aggressive cognitions and to some extent, hostile affect, encouraged more aggressive outcomes.  相似文献   

2.
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   

3.
The following study examines the influence of racial representations in violent video games upon stereotype associations. Participants were assigned to play either a violent video game with a stereotypical African American avatar or a Caucasian avatar. Following game play, participants completed several measures related to aggression and an implicit association task. The results showed significant differences between the conditions for IAT response times. African American participants showed faster response times to stereotype associations of African Americans than participants who played as a Caucasian avatar. The results also showed a significant interaction effect between participant race and avatar race for aggressive affect.  相似文献   

4.
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   

5.
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   

6.
We examined if cardiovascular and affective responding to video game play changed across social context or with game content. Male participants (13–22 years old) played a violent or nonviolent video game. Each participant played the game individually, competitively against a male partner, and cooperatively with the partner. There was no effect of social condition on heart rate (HR) or diastolic blood pressure (DBP). Participants had significantly higher systolic BP (SBP) when playing individually and competitively than when playing cooperatively, probably because play was more continuous. There was no impact of game type for HR or SBP. DBP was significantly higher for participants who played the violent game, perhaps because participants found the violent game more exciting and enjoyable. Participants who played the violent game rated the experimenters more positively than those who played the nonviolent game. Participants found game play more exciting, enjoyable, stressful, and frustrating, but less boring and relaxing, when they played competitively or cooperatively than when they played individually. The results are discussed in terms of the general aggression model.  相似文献   

7.
This study investigated the effect of individuals’ self-reported skill levels on generated violent content. After playing a violent video game, participants (N = 68) completed a questionnaire determining skill level with measures modified from previous game studies. The resulting 4,023 instances of violence were analyzed using techniques adapted from prior video game content analyses and the National Television Violence Study. Findings indicated a significant difference in the amount and context of violent acts between higher skilled and lower skilled players. Those who reported being higher skilled generated more instances of violence, were more often the perpetrators rather than the targets of violence, experienced greater consequences (graphicness) of violence, and experienced more on-screen and up-close violence.  相似文献   

8.
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   

9.
Although effects of violence in video games have been researched extensively, no empirical studies have examined effects of profanity, a form of verbal aggression, in video games. An experiment (N = 321) investigated effects of profanity used by protagonist and antagonist characters in a “first-person shooter” game on players' hostile expectations, accessibility of aggressive thoughts, aggressive feelings, and other responses. Profanity used by both protagonist and antagonist characters increased hostile expectations, a direct precursor to aggressive behaviors. Findings suggest that profanity in video games may affect aggressive outcomes, emphasizing the need for more research investigating effects of profanity in media.  相似文献   

10.
An experiment was conducted with 150 male college undergraduates playing different video games to investigate the impact of violent content, frustration with gameplay, and the interaction of those factors with aggressive personality (trait hostility). Results indicate that both violent content and frustration individually leads to greater scores on a state hostility scale, and the interaction of violent content and frustration leads to the highest scores on that scale. Results are discussed in terms of the Frustration-Aggression hypothesis and the General Aggression Model.  相似文献   

11.
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   

12.
Video games are a popular form of new media, and their use is impacting multiple fields of study within the communication discipline. For instance, research programs in mass communication, health, instructional, feminist/gender, interpersonal, and intercultural communication have all examined video games. Interactivity is the hallmark of video games and consequently is a common concept in the video game literature. While video game interactivity (VGI) is still an under-specified concept, previous research suggests that interactivity has the potential to moderate both positive and negative effects of video games, and therefore it is crucial for understanding general video game effects. We developed a theoretical model of video game interactivity and tested a multidimensional scale to assess video game interactivity across five studies using six independent samples. Exploratory and confirmatory factor analyses as well as item analyses revealed a reliable and valid metric consisting of six dimensions of video game interactivity.  相似文献   

13.
This essay describes the author’s new project: a digital archive documenting the history of lesbian, gay, bisexual, transgender, and queer (LGBTQ) content in video games. The LGBTQ game archive covers approximately 30 decades of game content at present, and nearly 500 games. This essay describes the project’s origins, the methods used to research the game content, and some initial findings. Finally, some particular surprises from the project are discussed, which point to areas for future LGBTQ games research.  相似文献   

14.
We collected behavioral evidence to support the hypothesis that video game conditions have varying influences on hippocampus-dependent memory. Results indicate that participants who played in the video game conditions with clear reward mechanisms performed better on a declarative memory task than those who played in the video game conditions without reward mechanisms. Those who reported spending more time gaming weekly also performed the task better than those who reported spending less time gaming weekly, suggesting that gaming might have short-term and long-term effects on the hippocampus.  相似文献   

15.
Crowdfunding has become an important funding method for video game developments in the United States. Interestingly, video game crowdfunding projects have significantly lower success rates compared to other product categories. Recognizing this challenge, this study examines factors influencing the success of crowdfunding campaigns for video games. The analysis of 447 crowdfunding campaigns suggests that human capital, geography, media choice, and the intensity of media use influence the success of crowdfunding for video games.  相似文献   

16.
Previous studies have identified relationships between romantic media consumption and users’ romantic beliefs, but romantic video games (RVGs; i.e., games in which players attempt to foster a romantic relationship with a chosen game character, also called dating games or dating simulators) remain understudied. Using a cultivation framework, we conducted an online survey of female Chinese players to determine their consumption of the RVG genre, identification with their avatars, and parasocial relationships with the romantic targets they pursue in the game, as well as their beliefs about romantic relationships. Although the amount of time spent playing RVGs did not directly predict idealized beliefs about romantic relationships, the hypothesized mediation model revealed that it indirectly predicted romantic beliefs through identification with avatars and parasocial relationships with video game characters. We discuss the implications for studying romantic media, dating simulations, interactive narratives, and other video game genres.  相似文献   

17.
This article describes a conceptual analysis of user-generated tags applied to video games in the Steam video game distribution system. The research team scraped all user-generated tags available on Steam and then conducted a conceptual analysis of the tags, sorting them into categories and comparing them to the current version of the Video Game Metadata Schema. This analysis allowed the team to identify new metadata elements and terms useful to game players. We present a discussion covering the major issues in organizing the terms, as well as the implications for the future work in the area of video game metadata.  相似文献   

18.
This study proposed and tested a theoretical model of video game consumption that integrated Bandura's (1991) social cognitive theory of self-regulation and Csikszentmihalyi's (1975) theory of flow experience. By investigating the linkage between flow experience and self-regulation in decision-making processes in media usage, this study sought to explicate socio-cognitive mechanisms of video game consumption behavior. Significant impacts of flow experience on self-reactive outcome expectations, deficient self-regulation, and habit strength in video game play were found among 388 college undergraduate students. However, no direct impact of flow experience on playing video games was evident.  相似文献   

19.
This study examines how social comparison information provided by video game leaderboards may influence players’ retrospective judgments of autonomy, competence, and relatedness need fulfillment. Participants played a video game and were randomly assigned to receive no postgame feedback or were shown a leaderboard that placed them in the top or bottom quartile of players. Results indicate downward social comparisons increase enjoyment by increasing competence and relatedness perceptions. However, upward comparisons did not have an opposite effect, nor did either type of social comparison influence players’ autonomy perceptions. Implications for applying Self-Determination Theory to video game enjoyment in the context of social comparison feedback is discussed.  相似文献   

20.
A primary argument for the widespread production of media violence is that audiences want to watch violent content. This assumption is examined in this meta-analytic review of existing research on both selective exposure to and enjoyment of violence. The results show that violence has a significant effect on both selective exposure and enjoyment, but in different directions. Specifically, violence increases selective exposure but decreases enjoyment of content. Potential explanations for these effects and moderators that could influence the results (e.g., sex, aggressive personality traits, type of content) are considered, and the practical implications of these findings are discussed.  相似文献   

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