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暴力視頻游戲?qū)(gè)體共情及親社會行為傾向的影響

發(fā)布時(shí)間:2018-01-04 08:38

  本文關(guān)鍵詞:暴力視頻游戲?qū)(gè)體共情及親社會行為傾向的影響 出處:《湖南師范大學(xué)》2014年碩士論文 論文類型:學(xué)位論文


  更多相關(guān)文章: 暴力視頻游戲 大學(xué)生 共情 親社會行為


【摘要】:許多研究都表明了暴力視頻游戲會增加個(gè)體的攻擊思想、惡意觀點(diǎn)、敵對傾向,經(jīng)歷暴力視頻游戲也經(jīng)常與攻擊行為聯(lián)系在一起,但是關(guān)于暴力視頻游戲與個(gè)體共情以及親社會行為傾向的研究還很少見,尤其是在國內(nèi)。與此同時(shí),現(xiàn)有的關(guān)于暴力視頻游戲?qū)睬橛绊懙难芯拷Y(jié)果并不是一致的,我們通過分析發(fā)現(xiàn)這種不一致的結(jié)果很有可能是被試的取樣不同造成的,因?yàn)楸辉囎约旱谋┝τ螒蚪佑|程度很可能對實(shí)驗(yàn)結(jié)果產(chǎn)生影響。目的:探討暴力視頻游戲?qū)(gè)體共情及親社會行為傾向的影響。方法:研究1探討被試暴力視頻游戲接觸度與個(gè)體共情以及親社會行為傾向的關(guān)系,采用暴力視頻游戲接觸問卷、特質(zhì)共情問卷、親社會行為傾向問卷對大學(xué)城周邊網(wǎng)吧246名被試進(jìn)行問卷調(diào)查。研究2在研究1的基礎(chǔ)上將被試按照暴力視頻游戲接觸度高低進(jìn)行了分組,每組選取40人共80人作為暴力游戲接觸度高、低組的被試,采用2×2的被試問實(shí)驗(yàn)設(shè)計(jì)來考察暴力視頻游戲接觸程度不同的被試經(jīng)歷兩種不同類型視頻游戲?qū)睬、親社會行為傾向的影響。結(jié)果:①被試暴力視頻游戲接觸度與特質(zhì)共情存在顯著的負(fù)相關(guān),被試暴力游戲接觸度與親社會行為傾向存在顯著的負(fù)相關(guān)。②多層回歸分析結(jié)果顯示,特質(zhì)共情在被試暴力游戲接觸度和親社會行為傾向之間起部分中介作用。③經(jīng)歷暴力視頻游戲情境的被試共情水平顯著低于經(jīng)歷中性視頻游戲情境的被試。④暴力視頻游戲情境下暴力接觸度高的被試共情水平顯著低于暴力接觸度低的被試。結(jié)論:①被試暴力游戲接觸度、特質(zhì)共情與親社會行為傾向有關(guān)系,特質(zhì)共情在被試暴力游戲接觸度和親社會行為傾向間起部分中介作用。②相對于中性視頻游戲,暴力視頻游戲降低了被試的共情水平。③相對于暴力接觸程度低的被試,在暴力視頻游戲情境下暴力接觸度高的被試共情水平顯著低于暴力接觸度低的被試。
[Abstract]:Many studies have suggested that violent video games will increase the individual attacks, malicious, hostile tendency, experience of violent video games and often aggressive behavior together, but research on violent video games and individual empathy and prosocial behavior is still very rare, especially in China. At the same time, the research on the effects of violent video games on the existing empathy is not consistent, we found through analysis that this result is likely to be caused by the different sampling subjects, because subjects contact the extent of their very violent games may have an impact on the experimental results. Objective: To investigate the effects of violent video games on prosocial behavior the individual empathy. Methods: the study was conducted to investigate 1 violent video game exposure and individual empathy and prosocial behavior relationship, using violence Video game exposure questionnaire, trait empathy questionnaire, prosocial behavior questionnaire for Internet cafes around City University in 246 subjects in the study conducted a questionnaire survey. 2 the study of 1 subjects in accordance with the degree of exposure to violent video games were grouped, each group of 40 people selected a total of 80 people as violent games contact degree is high, low subjects, to investigate the extent of exposure to violent video games in different subjects through two different types of video games on the design is how empathy Experiment 2 * 2, influence of prosocial behavior. Results: the subjects of violent video games and contact characteristics have significant negative correlation of empathy, subjects violent games contact degree and prosocial behavior have significant negative correlation. The analysis results show that the multiple regression of trait empathy plays a partial mediating role between the subjects of contact and prosocial behavior tendency. The violent game After the violent video game situation is significantly lower than the level of empathy experience neutral video game situation subjects. The violent video game violence situation contact degree of subjects with high levels of empathy was significantly lower than that of the low degree of violence exposure subjects. Conclusion: the subjects of violent games exposure between trait empathy and prosocial behavior tendency of trait empathy in the subjects of violent games exposure and prosocial behavior tendency between the part of the intermediary role. Compared with neutral video games, violent video games to reduce participants' level of empathy. The relative low degree of violence exposure subjects, in the context of violent video games violence contact degree of subjects with high levels of empathy significantly below the low degree of violence exposure subjects.

【學(xué)位授予單位】:湖南師范大學(xué)
【學(xué)位級別】:碩士
【學(xué)位授予年份】:2014
【分類號】:C912.6

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