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媒體暴力信息對不同現(xiàn)實暴力接觸大學(xué)生生理心理的不良影響

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  本文關(guān)鍵詞:媒體暴力信息對不同現(xiàn)實暴力接觸大學(xué)生生理心理的不良影響 出處:《第四軍醫(yī)大學(xué)》2008年博士論文 論文類型:學(xué)位論文


  更多相關(guān)文章: 大學(xué)生 媒體暴力 生活中的暴力 生理激起 負(fù)性情緒 敵意認(rèn)知 暴力態(tài)度 健康行為 競爭性


【摘要】: 大眾媒體與家庭、學(xué)校和同齡群體的影響一樣,已經(jīng)成為影響個體社會化進程中的重要因素。青少年是各種媒體的重要消費者,電影、電視和網(wǎng)絡(luò)中的暴力節(jié)目直接影響到青少年的暴力行為、敵意的認(rèn)知和負(fù)性情緒情感等。大眾媒體對于青少年的社會化過程以及生理和心理的影響一直受到社會各界的關(guān)注,大眾媒體的發(fā)展特點決定了媒體對青少年的影響已不再是某一個國家的問題,而是一個世界各國普遍存在的問題。 本研究的目的是在準(zhǔn)實驗室的情境下,研究媒體與現(xiàn)實生活中的暴力對大學(xué)生敵意的認(rèn)知、對待暴力和不良健康行為的態(tài)度(如吸煙、喝酒等)、競爭行為、負(fù)性情感和生理上喚醒程度的影響。根據(jù)被試在家庭和社區(qū)生活中所接觸到的暴力量的不同,在實驗室隨機安排被試去看兩個暴力程度不同的網(wǎng)絡(luò)游戲視頻中的一個,以觀察對被試的影響程度。 本研究的主要研究內(nèi)容和步驟: A.選取西安交通大學(xué)理工類專業(yè)05級和06級大學(xué)生對家庭、社區(qū)和媒體多個情境中所接觸的暴力進行測查。對每一個情境中接觸暴力的可能影響進行檢測;媒體暴力對于在生活中接受了更多暴力的青少年是否有更大的影響;暴力接觸量的多少是否與不良的健康行為有關(guān);暴力接觸量的多少與不良的認(rèn)知行為之間是否存在可能的中介因素。 B.按照大學(xué)生在家庭和社區(qū)所接觸的暴力量的不同,把參加研究的學(xué)生分成三組:高暴力量接觸組、中等暴力量接觸組和低暴力量接觸組。 C.在中等暴力量接觸組抽取16名學(xué)生進行預(yù)試驗,采用平衡法順序在實驗室隨機讓他們觀看攻擊內(nèi)容不同的兩個網(wǎng)絡(luò)游戲視頻(反恐精英:壞孩子和跑跑卡丁車:海盜追皮蛋),檢測血壓和脈搏的變化情況,然后對所觀看的網(wǎng)絡(luò)游戲視頻的特點進行評估(如游戲的趣味性、興奮性、內(nèi)容和畫面是否暴力等)。 D.在高暴力量接觸組、中等暴力量接觸組和低暴力量接觸組抽取128名男性學(xué)生,在實驗室進行準(zhǔn)實驗研究,把暴力接觸量相同組別并且暴力量相同或相近的被試配成一對隨機選擇觀看攻擊內(nèi)容不同的網(wǎng)絡(luò)游戲視頻中的一個(反恐精英:壞孩子和跑跑卡丁車:海盜追皮蛋),并檢測血壓和脈搏的變化。 E.觀看完網(wǎng)絡(luò)游戲視頻后,通過測驗了解被試的情緒、以及對不良健康行為和暴力的態(tài)度。 F.通過兩個模糊的社會情境,測查被試的敵意認(rèn)知偏見。 G.通過社會困境游戲,測查被試的攻擊性。 H.用7點量表評估網(wǎng)絡(luò)游戲視頻的特點。本研究的主要研究成果: A.大學(xué)生在生活中接觸的暴力量中,社區(qū)暴力接觸量大于家庭暴力接觸量,間接暴力大于直接暴力。 B.家庭人口越多、父母親的文化水平越低、來源地越不發(fā)達、家庭子女越多,在生活中所接觸的暴力量越多;結(jié)交的朋友當(dāng)中不良行為的朋友越多,其社區(qū)暴力接觸量就越大;男性更多地與社區(qū)暴力和暴力接觸總量相聯(lián)系。 C.家庭人口越多、來源地越不發(fā)達、家庭子女越多,越容易出現(xiàn)負(fù)性情緒;父母親的文化水平越低、與有不良行為的朋友交往越多,更容易出現(xiàn)有害健康的行為;玩游戲的經(jīng)驗越豐富,對評價具有高暴力內(nèi)容和畫面的游戲時其程度越低。 D.隨機觀看暴力游戲視頻的被試比隨機觀看非暴力游戲視頻的被試在實驗結(jié)束后表現(xiàn)出更多的生氣和負(fù)性情緒,對社會信息的處理更加的敵意、對暴力和其它不良健康行為(如喝酒、抽煙等)持更加消極的態(tài)度、有更多的競爭性行為。 E.生活中接觸的暴力越多,觀看游戲后對暴力和不良健康的行為持更加消極的態(tài)度;在社區(qū)接觸的暴力越多,有更多的負(fù)性情緒;在家庭接觸的暴力越多,對社會信息的處理更加的敵意、有更多的競爭性行為。在生活中接觸的暴力和對不良健康行為的消極態(tài)度均與不良行為同輩的交往有關(guān)。 F.生活中的暴力接觸與媒體暴力的實驗室條件在脈搏、敵意的信息加工和對不良健康行為的消極態(tài)度上存在交互作用。觀看暴力游戲視頻的被試脈搏從靜息期到觀看游戲后的變化量、敵意信息的加工、對不良健康行為的消極態(tài)度對于在生活中接觸了高暴力的人群作用更加的顯著。
[Abstract]:The mass media and the influence of family, school and peer groups, has become an important factor affecting the socialization of individuals. Teenagers are important consumers of various media, film, television and network violence programs directly affect youth violence, hostile cognition and negative emotion. The mass media for the process of socialization of teenagers and the physiological and psychological effects has been concern in the community, the development characteristics of mass media determines the impact of media on young people is no longer a national problem, which is a widespread problem throughout the world.
The purpose of this study is under the condition of quasi experiment research in media and real life violence awareness on College Students' hostility, towards violence and harmful health behaviors (such as smoking, drinking and attitude), competitive behavior, negative emotions and physiological arousal degree. According to the amount of subjects exposed to violence in family and community life in the different participants were randomly assigned to one of two violent video games with different degrees, to observe the influence degree of the subjects.
The main research contents and steps of this study are as follows:
A. from Xi'an Jiao Tong University of science and engineering majors of grade 05 and grade 06 students of the family, the community and the media contact more in the context of violence were tested. Potential effects of violence exposure were tested under each condition; whether the media violence has a greater impact on life in adolescents exposed to more violence; the quantity of violence exposure is associated with adverse health behaviors; whether there is a possible mediating factor between the quantity of violence exposure and adverse cognitive behavior.
According to the difference in the amount of violence that college students encounter in family and community, B. is divided into three groups: high explosive force contact group, moderate exposure group and low power exposure group.
C. in the medium violence exposure group selected 16 students were pre test, using the balance method in order to let them watch the attack were randomly with different contents of two video games (CS: bad boy and kart: chasing pirates, changes of blood pressure and preserved egg) pulse detection, then the characteristics of the watch video games are evaluated (such as the game interesting, exciting, content and screen violence).
D. in the high violence exposure group, the medium violence exposure group and the low violence exposure group selected 128 male students of the quasi experimental study in the laboratory, the same group of violence and violence exposure amount of the same or similar subjects with a random selection of a watch attack different content video games the (Counter Strike: bad boy and kart: chasing pirates, blood pressure and pulse and preserved egg) change detection.
After watching the online game video, E. learned about the subjects' emotions, as well as their attitudes towards unhealthy behavior and violence.
F. examined the cognitive prejudice of the subjects by two fuzzy social situations.
G. tests the aggressiveness of the subjects through a social dilemma game.
H. uses a 7 point scale to evaluate the characteristics of video game. The main research results of this study are:
Among the violence of A. college students in life, the amount of violence in the community is greater than the amount of domestic violence, and the indirect violence is greater than the direct violence.
B. the number of family members, parents' cultural level is low, the source of the more developed, more families, more violence contact in life; make friends withbad behaviors the more community violence exposure, the greater the more men; and community violence and contact the total contact.
C. the number of family members, the source of the more developed, more families, more prone to negative emotions; parents' cultural level is low, and the bad behavior of friends more and more prone to harmful health behaviors; to play the game more experience, to evaluate with high content and violence of the game screen at the lower level.
D. were watching violent video game subjects than non violent video games were watching the subjects after the experiment showed more anger and negative emotions, hostility in social information processing more, of violence and other harmful health behaviors (such as smoking, drinking, etc.) hold a more negative attitude, competition more sex.
The more violent contact in the life of E., hold more negative attitudes towards violence and harmful health behaviors after watching the game; more community violence, have more negative emotions; more home violence, hostility in social information processing more and more competitive behavior. Contact in life the negative attitude towards violence and harmful health behaviors are dealing with bad behavior of peers.
Violent contact with media violence in laboratory conditions in the life of F. in the pulse, there is interaction between information processing hostility and negative attitudes towards unhealthy behavior. Watch violent video game was beat to feel one's pulse from at rest to change the game after the amount of hostility information processing, and negative attitudes towards harmful health behaviors for people in life with high violence is more significant.

【學(xué)位授予單位】:第四軍醫(yī)大學(xué)
【學(xué)位級別】:博士
【學(xué)位授予年份】:2008
【分類號】:B844.2

【引證文獻】

相關(guān)期刊論文 前1條

1 許德鎮(zhèn);;青少年媒體消費與媒體教育的相關(guān)研究[J];上海青年管理干部學(xué)院學(xué)報;2009年02期

相關(guān)博士學(xué)位論文 前1條

1 王倩;媒體時代大、中學(xué)生處理暴力和色情信息的德育問題研究[D];南昌大學(xué);2011年

相關(guān)碩士學(xué)位論文 前1條

1 吳曉燕;暴力線索暴露對攻擊行為的影響機制[D];寧波大學(xué);2012年



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