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暴力電子游戲影響個(gè)體攻擊性的認(rèn)知神經(jīng)機(jī)制研究

發(fā)布時(shí)間:2019-01-07 07:33
【摘要】:近年來(lái),暴力電子游戲引發(fā)暴力犯罪的現(xiàn)象時(shí)有發(fā)生。暴力電子游戲成為近幾十年來(lái)研究者們爭(zhēng)相探討的熱點(diǎn)之一,相應(yīng)的研究也十分豐富。大量行為學(xué)研究已經(jīng)證實(shí),長(zhǎng)期接觸暴力電子游戲會(huì)產(chǎn)生一系列的負(fù)面效應(yīng)。暴力電子游戲包含的大量對(duì)人物的射擊,刀刺,拳擊,腳踢等行為,并由此促使個(gè)體產(chǎn)生攻擊性信念,態(tài)度,以及低水平的親社會(huì)行為和助人行為。很多研究者已經(jīng)開始探查暴力電子游戲會(huì)導(dǎo)致攻擊性的神經(jīng)方面的證據(jù)。以往有關(guān)暴力電子游戲的功能磁共振成像方面的研究往往通過(guò)兩種方法來(lái)考察接觸電子游戲暴力對(duì)個(gè)體腦區(qū)的影響:一種是前期篩選出分別具有高、低暴力電子游戲經(jīng)驗(yàn)的個(gè)體,考察他們?cè)谡J(rèn)知或情感任務(wù)時(shí)收集f MRI數(shù)據(jù);另一種則通過(guò)隨機(jī)篩選被試的方式,將個(gè)體分為兩組,分別進(jìn)行暴力電子游戲和非暴力電子游戲,考察個(gè)體在兩種游戲時(shí)或者游戲后認(rèn)知相關(guān)任務(wù)時(shí)的腦區(qū)激活的差異。以往暴力電子游戲的腦機(jī)制研究較少進(jìn)一步從影響個(gè)體習(xí)得暴力電子游戲的具體因素的角度來(lái)考察暴力電子游戲影響個(gè)體的腦機(jī)制,比如游戲中殺戮的道德特點(diǎn)可能影響了玩家的道德判斷從而發(fā)生道德歪曲;另一方面,研究者們更傾向于采用任務(wù)態(tài)的方式來(lái)考察暴力電子游戲帶來(lái)的影響,而從靜息態(tài)的角度考察長(zhǎng)期接觸暴力電子游戲后個(gè)體腦區(qū)是否發(fā)生變化的研究還很少,靜息態(tài)功能磁共振成像技術(shù)能夠?yàn)榻沂鹃L(zhǎng)期接觸暴力電子游戲所帶來(lái)的長(zhǎng)時(shí)的腦區(qū)自發(fā)活動(dòng)的變化帶來(lái)技術(shù)支持。因此,本研究從靜息態(tài)與任務(wù)態(tài)相結(jié)合的角度探究長(zhǎng)時(shí)接觸暴力電子游戲?qū)(gè)體神經(jīng)活動(dòng)的影響。本研究主要考察兩個(gè)問(wèn)題:(1)暴力電子游戲影響個(gè)體攻擊性的神經(jīng)機(jī)制;(2)從神經(jīng)機(jī)制的角度考察游戲中殺戮行為的道德特征對(duì)玩家道德判斷的影響。研究一采用靜息態(tài)磁共振掃描技術(shù)對(duì)52名被試(26名為高暴力電子游戲經(jīng)驗(yàn)者,26名為無(wú)暴力電子游戲經(jīng)驗(yàn)者)進(jìn)行了靜息態(tài)磁共振掃描,考察暴力電子游戲玩家與非玩家靜息態(tài)腦網(wǎng)絡(luò)的差異。f ALFF指標(biāo)中,與正常對(duì)照組相比,暴力電子游戲玩家組在眶額皮層,海馬旁回,顳葉中回與顳葉下回等區(qū)域發(fā)生了自發(fā)活動(dòng)的減弱;而在雙側(cè)腦島,顳上回,尾狀核等區(qū)域發(fā)生了自發(fā)活動(dòng)的增強(qiáng)。表明暴力電子游戲會(huì)影響玩家大腦的部分“默認(rèn)網(wǎng)絡(luò)”,雙側(cè)腦島等腦區(qū),產(chǎn)生異常的自發(fā)活動(dòng)。進(jìn)一步采用基于感興趣區(qū)的功能連接分析(ROI-wise),將所得數(shù)據(jù)與Buss-Perry攻擊問(wèn)卷進(jìn)行分析發(fā)現(xiàn),背外側(cè)前額葉與楔前葉之間的功能連接,腹內(nèi)側(cè)前額葉與眶額皮層的功能連接,前扣帶皮層與杏仁核的功能連接以及左側(cè)梭狀回與左側(cè)腦島之間的功能連接均能夠負(fù)向預(yù)測(cè)個(gè)體的攻擊水平;而杏仁核與左側(cè)梭狀回之間的功能連接,左右側(cè)眶額皮層與舌回的功能連接能夠正向預(yù)測(cè)個(gè)體的攻擊水平。這些結(jié)果為暴力電子游戲游戲會(huì)影響個(gè)體攻擊性提供了靜息態(tài)腦網(wǎng)絡(luò)方面的證據(jù)。研究二采用2(被試類型:暴力電子游戲玩家、非玩家)*3(射殺行為:正義、非正義、基線)的實(shí)驗(yàn)設(shè)計(jì),考察個(gè)體在想象自己是暴力視頻片段中的施暴者時(shí)腦區(qū)的相應(yīng)變化。利用射殺平民條件減去射殺士兵條件,即得到射殺平民相對(duì)于射殺士兵單獨(dú)激活的腦區(qū)。結(jié)果顯示,射殺平民與射殺士兵相比,在暴力游戲玩家中,激活的腦區(qū)主要有梭狀回,枕葉下回,頂葉下回。而在非玩家組激活的腦區(qū)主要有梭狀回,額下回(包括眶額皮層),顳頂聯(lián)合區(qū),以及額上回中部。二者比較發(fā)現(xiàn),暴力游戲玩家相對(duì)非暴力游戲玩家沒(méi)有明顯的激活增強(qiáng),而在顳上回,并在額葉的廣泛區(qū)域存在激活的減弱。腦與行為的相關(guān)分析發(fā)現(xiàn),射殺平民時(shí),與控制組相比,暴力游戲玩家在射殺平民時(shí)的內(nèi)疚程度與這些腦區(qū)相關(guān)均不顯著,非暴力游戲玩家在射殺平民時(shí)的內(nèi)疚水平與右側(cè)顳中回具有顯著相關(guān),且右側(cè)顳中回能夠預(yù)測(cè)個(gè)體在射殺平民時(shí)的內(nèi)疚水平。而與個(gè)體Buss-Perry攻擊量表總分進(jìn)行相關(guān)分析發(fā)現(xiàn),暴力游戲玩家的額下回與個(gè)體的攻擊水平均具有顯著負(fù)相關(guān),且額下回的激活可以顯著負(fù)向預(yù)測(cè)個(gè)體的外顯攻擊水平?偟膩(lái)說(shuō),長(zhǎng)期接觸暴力電子游戲會(huì)導(dǎo)致個(gè)體產(chǎn)生一定的道德歪曲,表現(xiàn)出對(duì)暴力的脫敏,從而導(dǎo)致個(gè)體產(chǎn)生相對(duì)強(qiáng)烈的攻擊性。
[Abstract]:In recent years, violent video games have caused violent crime. The violent video games have become one of the hot spots for researchers to explore in recent decades, and the corresponding research is also very rich. A large number of behavioral studies have confirmed that long-term exposure to violent video games will have a series of negative effects. The violent video games contain a large number of actions such as shooting, bayonet, boxing, kick and so on, and thus cause the individual to produce aggressive beliefs, attitudes, and low levels of pro-social and human behavior. Many researchers have started exploring violent video games that can lead to aggressive neurological evidence. In the past, the research on the functional magnetic resonance imaging of the violent video games often has two methods to examine the influence of the contact with the video game on the individual's brain area: one is the individual who has the experience of high and low violent video games in the earlier stage, in other case, that individual is divided into two groups by random screening, and the violent video game and the non-violent video game are respectively carried out, To investigate the differences in the activation of brain regions in the event of an individual's cognitive-related task at the time of the two games or after the game. In the past, the mechanism of the brain mechanism of the video games is less and more from the angle of the specific factors that affect the individual's learning of the violent video games, and the brain mechanism of the individual is investigated by the violent video games. for example, the moral character of the killing in the game may affect the moral judgment of the player so as to generate a moral distortion; on the other hand, the researchers prefer to use the mode of task state to examine the influence of the violent video games, The study of the change of the individual brain regions after long-term contact with the violent video games from the angle of rest has little, and the resting-state magnetic resonance imaging technology can provide technical support for revealing the changes of the spontaneous activity of the brain region when the long-term contact with the violent video games is long. Therefore, this study, from the angle of combination of resting state and task state, explores the effect of long-term contact with violent video games on the individual's nerve activity. This study mainly studies two problems: (1) violent video games affect the individual's aggressive neural mechanism; (2) the influence of the moral character of the killing behavior on the player's moral judgment is studied from the angle of the neural mechanism. In this paper, a resting-state magnetic resonance (MRI) scanning technique was used to perform a resting-state magnetic resonance (MRI) scan of 52 subjects (26 with high-violent video-game experience and 26 experience-free video-game experience). The difference between the video-game player and the non-player resting-state brain network was investigated. In the f-ALFF index, compared with the normal control group, the group of violent video games played a spontaneous activity in the suborbital cortex, the parahippocampal gyrus, the return of the leaves and the lower back of the lower lobe, and the spontaneous activity was enhanced in the two-sided brain island, the back of the hippocampus, the caudate nucleus and the like. It is indicated that violent video games can affect the brain area of the player's brain, such as the two-sided brain island, to generate abnormal spontaneous activity. further adopting a functional connection analysis (ROI-wise) based on the region of interest, and analyzing the obtained data and the Buss-Perry attack questionnaire, the functional connection between the cortex of the front buckle belt and the amygdala and the functional connection between the left shuttle-shaped back and the left brain island can be negative to the attack level of the predicted individual; and the functional connection between the amygdala and the left shuttle-shaped back is connected, The functional connection between the left and right orbital cortex and the tongue can positively predict the attack level of the individual. These results provide evidence of a resting-state brain network for violent video games that affect the individual's aggression. Study 2 uses 2 (test type: violent video game player, non-player) * 3 (shooting behavior: justice, non-justice, baseline) experimental design to examine the individual's corresponding changes in the brain area when they imagine themselves as the perpetrators of violent video clips. The killing of the soldier's condition is subtracted from the conditions of the killing of civilians, that is, the area of the brain to which the civilians are shot separately with respect to the shooting of the soldier. The results show that in the violent game player, the activated brain area mainly has a shuttle-like return, the occipital lobe lower back and the top lobe lower than that of the shooting soldier. The brain area activated in the non-player group mainly has a shuttle-like return, a lower back (including the orbital cortex), a top-top joint area, and a forehead back to the middle. It has been found that the violent game player has no obvious activation enhancement with respect to non-violent game players, while in the frontal lobe, there is a reduction in activation in the broad area of the frontal lobe. The analysis of the brain and behavior found that when the civilian was shot, the degree of guilt of the violent game player in the shooting of the civilian was not significantly related to those in the control group, and that the level of guilt of the non-violent game player during the shooting of the civilian was significantly related to the return of the right hand side, and the right hand side can be used for predicting the guilt level of an individual when shooting a civilian. The correlation between the total score of the individual Buss-Perry and the individual Buss-Perry was found to have a significant negative correlation with the level of the individual's attack, and the activation of the lower return could significantly negatively impact the level of the individual's attack. In general, long-term exposure to violent video games can lead to a certain moral distortion of the individual, which shows a desensitization of the violence, leading to a relatively strong aggression against the individual.
【學(xué)位授予單位】:西南大學(xué)
【學(xué)位級(jí)別】:碩士
【學(xué)位授予年份】:2017
【分類號(hào)】:B842

【參考文獻(xiàn)】

相關(guān)期刊論文 前1條

1 伊濤;傅先明;錢若兵;;默認(rèn)網(wǎng)絡(luò)的靜息態(tài)功能性磁共振成像研究[J];國(guó)際神經(jīng)病學(xué)神經(jīng)外科學(xué)雜志;2011年02期

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