暴力網(wǎng)絡(luò)游戲?qū)η嗌倌甑乃劳稣J(rèn)知及攻擊性的影響
發(fā)布時(shí)間:2018-12-13 23:56
【摘要】: 近年來網(wǎng)絡(luò)游戲迅猛發(fā)展,但目前在網(wǎng)絡(luò)上比較流行的游戲大都是帶有攻擊性內(nèi)容和暴力傾向的暴力網(wǎng)絡(luò)游戲,如反恐精英(CS)、星際爭霸、魔獸爭霸2等,都存在著攻擊性內(nèi)容。青少年若長期沉迷于暴力網(wǎng)絡(luò)游戲,,對游戲中的“死亡”、“暴力”等現(xiàn)象熟視無睹,久而久之,必將降低他們的正常移情反應(yīng),這樣可能不僅會影響他們對死亡這一生命現(xiàn)象的認(rèn)識,把人的生死與網(wǎng)絡(luò)游戲中的“角色人物”相比,混淆虛擬的游戲“人物”與現(xiàn)實(shí)生命之間的區(qū)別,對死亡概念的理解可能產(chǎn)生不利影響,而且還可能提高其在現(xiàn)實(shí)生活中的攻擊性。因此,本研究的主要目的在于全面、深入地考察暴力網(wǎng)絡(luò)游戲與死亡認(rèn)知及攻擊性之間的關(guān)系,探討暴力網(wǎng)絡(luò)游戲?qū)η嗌倌甑乃劳稣J(rèn)知及攻擊性的可能影響,建立暴力網(wǎng)絡(luò)游戲與死亡認(rèn)知及攻擊性之間關(guān)系的理論模型。 研究一:通過問卷測量法,以163名初中一、二年級學(xué)生為被試,探討暴力網(wǎng)絡(luò)游戲?qū)η嗌倌甑乃劳稣J(rèn)知的影響。研究發(fā)現(xiàn),青少年的暴力網(wǎng)絡(luò)游戲偏好與死亡概念總分及五個維度相關(guān)不顯著,但暴力網(wǎng)絡(luò)游戲偏好與移情為顯著負(fù)相關(guān),移情與死亡概念的“適用性”為顯著正相關(guān)、與“終結(jié)性”為顯著負(fù)相關(guān);結(jié)構(gòu)方程模型分析發(fā)現(xiàn),暴力網(wǎng)絡(luò)游戲通過移情對“適用性”和“終結(jié)性”產(chǎn)生顯著性的間接預(yù)測。 研究二:通過問卷法,采用自編的網(wǎng)絡(luò)游戲問卷、去抑制性量表、移情量表及攻擊性問卷等四個量表作為測量工具,以426名中學(xué)生為被試,探討了網(wǎng)絡(luò)游戲卷入時(shí)間及程度對青少年攻擊性的影響,包括身體攻擊、言語攻擊、憤怒和敵意四個方面,并考察移情和去抑制性兩個變量在此影響過程中的作用。研究發(fā)現(xiàn),(1)網(wǎng)絡(luò)游戲卷入時(shí)間與移情、憤怒和敵意之間的相關(guān)不顯著,但與去抑制性及身體和言語攻擊之間的相關(guān)均達(dá)到顯著性水平;暴力網(wǎng)絡(luò)游戲卷入程度與移情、去抑制性、身體和言語攻擊之間的相關(guān)顯著,與憤怒和敵意的相關(guān)不顯著:非暴力網(wǎng)絡(luò)游戲卷入程度與移情、去抑制性、言語攻擊和憤怒之間的相關(guān)顯著,與身體攻擊和敵意之間的相關(guān)不顯著;(2)利用結(jié)構(gòu)方程模型分析,發(fā)現(xiàn)暴力網(wǎng)絡(luò)游戲、非暴力網(wǎng)絡(luò)游戲卷入程度均通過去抑制性和移情對身體攻擊產(chǎn)生顯著性的間接預(yù)測。
[Abstract]:In recent years, online games have developed rapidly, but at present the most popular online games are violent online games with offensive content and violent tendencies, such as (CS), StarCraft, Warcraft 2, etc. There is offensive content. If teenagers become addicted to violent online games for a long time, they will turn a blind eye to the phenomena of "death" and "violence" in the game. Over time, they will surely reduce their normal empathy response. This may not only affect their understanding of the life phenomenon of death, but also confuse the difference between virtual game "character" and real life by comparing human life and death with "character" in online games. Understanding the concept of death may have adverse effects and may increase its aggression in real life. Therefore, the main purpose of this study is to investigate the relationship between violent online games and death cognition and aggression, and to explore the possible effects of violent online games on adolescents' death cognition and aggression. A theoretical model of the relationship between violent online games and death cognition and aggression was established. Study 1: 163 freshmen and sophomores in junior high school were tested by questionnaire to explore the effect of violent online games on adolescents' cognition of death. The study found that adolescents' violent online game preference had no significant correlation with the total score and five dimensions of the concept of death, but violent online game preference had a significant negative correlation with empathy, and empathy had a significant positive correlation with the "applicability" of the concept of death. There was a significant negative correlation with "finality". Structural equation model analysis showed that violent online games had significant indirect prediction of "applicability" and "termination" through empathy. The second study: through the questionnaire method, used the self-made online game questionnaire, to suppress the scale, the empathy scale and the aggression questionnaire as the measuring tool, took 426 middle school students as the subjects, This paper discusses the effects of time and degree of online game involvement on adolescents' aggression, including physical aggression, verbal aggression, anger and hostility, and explores the role of empathy and depressive variables in the process. The results showed that (1) the correlation between online game involvement time and empathy, anger and hostility was not significant, but significant correlation was found between online game involvement time and physical and verbal aggression. The level of involvement in violent online games is significantly associated with empathy, depressive, physical and verbal aggression, but not with anger and hostility: the involvement of non-violent online games is associated with empathy, disinhibition, and non-violent online games. The correlation between verbal aggression and anger was significant, but there was no significant correlation between verbal aggression and physical aggression and hostility. (2) by using structural equation model analysis, it was found that the degree of involvement of violent online games and non-violent online games were significantly and indirectly predicted by depressive and empathy.
【學(xué)位授予單位】:首都師范大學(xué)
【學(xué)位級別】:碩士
【學(xué)位授予年份】:2007
【分類號】:C913.5
本文編號:2377496
[Abstract]:In recent years, online games have developed rapidly, but at present the most popular online games are violent online games with offensive content and violent tendencies, such as (CS), StarCraft, Warcraft 2, etc. There is offensive content. If teenagers become addicted to violent online games for a long time, they will turn a blind eye to the phenomena of "death" and "violence" in the game. Over time, they will surely reduce their normal empathy response. This may not only affect their understanding of the life phenomenon of death, but also confuse the difference between virtual game "character" and real life by comparing human life and death with "character" in online games. Understanding the concept of death may have adverse effects and may increase its aggression in real life. Therefore, the main purpose of this study is to investigate the relationship between violent online games and death cognition and aggression, and to explore the possible effects of violent online games on adolescents' death cognition and aggression. A theoretical model of the relationship between violent online games and death cognition and aggression was established. Study 1: 163 freshmen and sophomores in junior high school were tested by questionnaire to explore the effect of violent online games on adolescents' cognition of death. The study found that adolescents' violent online game preference had no significant correlation with the total score and five dimensions of the concept of death, but violent online game preference had a significant negative correlation with empathy, and empathy had a significant positive correlation with the "applicability" of the concept of death. There was a significant negative correlation with "finality". Structural equation model analysis showed that violent online games had significant indirect prediction of "applicability" and "termination" through empathy. The second study: through the questionnaire method, used the self-made online game questionnaire, to suppress the scale, the empathy scale and the aggression questionnaire as the measuring tool, took 426 middle school students as the subjects, This paper discusses the effects of time and degree of online game involvement on adolescents' aggression, including physical aggression, verbal aggression, anger and hostility, and explores the role of empathy and depressive variables in the process. The results showed that (1) the correlation between online game involvement time and empathy, anger and hostility was not significant, but significant correlation was found between online game involvement time and physical and verbal aggression. The level of involvement in violent online games is significantly associated with empathy, depressive, physical and verbal aggression, but not with anger and hostility: the involvement of non-violent online games is associated with empathy, disinhibition, and non-violent online games. The correlation between verbal aggression and anger was significant, but there was no significant correlation between verbal aggression and physical aggression and hostility. (2) by using structural equation model analysis, it was found that the degree of involvement of violent online games and non-violent online games were significantly and indirectly predicted by depressive and empathy.
【學(xué)位授予單位】:首都師范大學(xué)
【學(xué)位級別】:碩士
【學(xué)位授予年份】:2007
【分類號】:C913.5
【引證文獻(xiàn)】
相關(guān)碩士學(xué)位論文 前7條
1 李蔚;網(wǎng)絡(luò)游戲的道德環(huán)境建設(shè)之思考[D];湖南工業(yè)大學(xué);2010年
2 左東朔;小學(xué)生死亡認(rèn)知特點(diǎn)[D];華東師范大學(xué);2011年
3 喬麗娟;教育病理學(xué)視野中的男孩教育問題研究[D];華中師范大學(xué);2011年
4 劉賽;網(wǎng)絡(luò)游戲行為的結(jié)構(gòu)—一項(xiàng)探索性研究[D];蘭州大學(xué);2011年
5 王繼平;大學(xué)生網(wǎng)絡(luò)游戲成癮及網(wǎng)絡(luò)游戲?qū)τ螒騾⑴c者攻擊性影響的研究[D];山西醫(yī)科大學(xué);2010年
6 李威;暴力電子游戲?qū)Υ髮W(xué)生攻擊性影響[D];河南大學(xué);2012年
7 楊柳婧;思想政治教育網(wǎng)絡(luò)游戲載體研究[D];南華大學(xué);2012年
本文編號:2377496
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