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暴力電子游戲與競(jìng)爭(zhēng)性電子游戲中角色認(rèn)同水平對(duì)攻擊性的影響

發(fā)布時(shí)間:2019-04-13 16:08
【摘要】:科技日新月異,電子游戲產(chǎn)業(yè)也處于飛速發(fā)展的階段。各種新興科技手段也被納入游戲之中,特別是VR(虛擬現(xiàn)實(shí))、AR(增強(qiáng)現(xiàn)實(shí))、MR(混合現(xiàn)實(shí))等技術(shù)的到來,使得人們?cè)谕嬗螒虻倪^程中如同身臨其境一般,擁有更為強(qiáng)烈的視覺等知覺方面的沖擊感,帶來更強(qiáng)的沉浸感。這也必將吸引更為廣泛和更為忠實(shí)的游戲愛好者,帶來更為龐大的游戲消費(fèi)群體。因此,及早探究電子游戲中有哪些因素會(huì)對(duì)個(gè)體產(chǎn)生影響,會(huì)產(chǎn)生什么樣的影響,如何在最大程度上消除電子游戲的消極影響、提高其積極影響及應(yīng)用于其他領(lǐng)域的可能性等是十分重要的研究課題。游戲中,游戲角色是必不可少的部分,無論游戲角色的身份是明顯,如第一人稱視角射擊類游戲中第一視角的角色、亦或是上帝視角看到的但實(shí)際上在操控的角色等等;或是游戲角色并沒有明顯身份,如城市建造類游戲中,玩家所擔(dān)任的總規(guī)劃師的角色。由于,游戲角色是個(gè)體在虛擬情境中進(jìn)行互動(dòng)和交流的重要媒介,因此,個(gè)體對(duì)于游戲角色的認(rèn)同水平即角色認(rèn)同水平將會(huì)影響其在游戲中的感受性,并導(dǎo)致玩家行為、態(tài)度等方面的改變。角色認(rèn)同是個(gè)體在游戲過程中將自我知覺轉(zhuǎn)化成游戲角色,并認(rèn)為是其自身在屏幕中進(jìn)行著相應(yīng)的活動(dòng)。前人研究表明,個(gè)體對(duì)暴力游戲角色的認(rèn)同水平能夠顯著預(yù)測(cè)游戲后個(gè)體的攻擊性水平。然而,個(gè)體對(duì)暴力游戲角色認(rèn)同如何影響個(gè)體攻擊性的潛在機(jī)制仍不得而知。此外,涉及到游戲角色認(rèn)同的研究大多局限于暴力電子游戲的研究中,而另一類會(huì)對(duì)個(gè)體攻擊性產(chǎn)影響的游戲——競(jìng)爭(zhēng)性電子游戲,還少有涉及角色認(rèn)同的研究。因此,本研究目的有二:1)探究個(gè)體對(duì)暴力電子游戲角色的角色認(rèn)同水平影響個(gè)體攻擊性的內(nèi)在機(jī)制;2)對(duì)個(gè)體在競(jìng)爭(zhēng)性電子游戲中的角色認(rèn)同水平如何影響個(gè)體攻擊性進(jìn)行探討。研究主要包括兩個(gè)部分:研究一基于社會(huì)學(xué)習(xí)理論,考察個(gè)體對(duì)暴力電子游戲角色的角色認(rèn)同水平影響個(gè)體攻擊性的內(nèi)在機(jī)制;研究二在挫折—侵犯理論以及體育心理學(xué)中球隊(duì)認(rèn)同相關(guān)研究的基礎(chǔ)上,探究角色認(rèn)同在競(jìng)爭(zhēng)性電子游戲中如何影響個(gè)體的攻擊性。研究結(jié)果表明:1)對(duì)于暴力電子游戲中,游戲角色認(rèn)同水平會(huì)通過道德困境水平對(duì)游戲后個(gè)體的攻擊性水平產(chǎn)生影響,具體表現(xiàn)為,角色認(rèn)同水平越高,個(gè)體在游戲中體驗(yàn)到的道德困境水平越低,進(jìn)而游戲后個(gè)體的攻擊性水平就越高;2)在競(jìng)爭(zhēng)性電子游戲中,游戲角色的角色認(rèn)同水平能夠調(diào)節(jié)競(jìng)爭(zhēng)結(jié)果通過挫折水平對(duì)游戲后個(gè)體攻擊性水平的作用,具體表現(xiàn)為對(duì)于游戲角色認(rèn)同高的個(gè)體,競(jìng)爭(zhēng)失敗能夠更明顯地預(yù)測(cè)其游戲后的攻擊性水平。如今,甚至是未來,電子游戲都是大眾生活中不可缺少的娛樂方式?紤]到電子游戲?qū)τ趥(gè)體猶如一把雙刃劍,全面、清楚地研究電子游戲?qū)(gè)體所帶來的影響、并探究清楚產(chǎn)生這些影響的機(jī)制是十分迫切的。本研究對(duì)電子游戲領(lǐng)域的研究做了一定的補(bǔ)充和拓展,揭示了日益逼真的游戲可能對(duì)個(gè)體攻擊性產(chǎn)生影響的機(jī)制。然而,本研究也存在不足之處,如被試群體男女比例、被試自身的特質(zhì)等方面可能考慮不足,游戲和實(shí)驗(yàn)范式的選取也可能影響到研究的外部效度等,這些都需要進(jìn)一步的研究來進(jìn)行拓展和驗(yàn)證。
[Abstract]:With the rapid development of science and technology, the electronic game industry is in the stage of rapid development. various emerging scientific and technological means are also included in the game, in particular the arrival of VR (virtual reality), AR (augmented reality), and MR (mixed reality) technology, so that people have a more strong sense of impact in the process of playing a game, Resulting in a strong sense of immersion. It will also attract a wider and more loyal game-lover, bringing in a more massive game-consuming group. Therefore, it is very important to explore the factors that affect the individual, what kind of influence can be produced, how to eliminate the negative influence of the video game to the maximum extent, and to improve the positive influence and the possibility of the application in other fields. In a game, the game character is an essential part, regardless of the identity of the game character, such as the character of the first angle of view in the first-person visual angle shooting game, or the character that is seen in the view of God, but actually in the manipulation, or the like; or the game character has no obvious identity, Such as in a city construction class game, the player's role as a total planner. As a result, the game character is an important medium for the individual to interact and communicate in the virtual context, so the identity level of the individual to the game character, that is, the character identification level, will influence the sensitivity of the player in the game, and lead to the change of the player's behavior, attitude and the like. The character recognition is that the individual converts the self-perception into the game character during the game, and thinks it is its own in the screen to carry on the corresponding activity. Previous studies have shown that the level of identity of the individual to the character of the violent game can significantly predict the level of the individual's aggression after the game. However, the individual's potential mechanism to identify how the role of a violent game affects the individual's aggression remains unknown. In addition, the research involved in the identification of the game characters is mostly limited to the research of violent video games, and the other is a game _ competitive video game that affects the individual's aggressive production, and there are few studies involving the identity of the characters. Therefore, the purpose of this study is as follows:1) to explore the intrinsic mechanism of the individual's influence on the individual's aggression against the role of the violent video games; and (2) to explore how the individual's identity level in the competitive video games affects the individual's aggression. The research mainly includes two parts: a study of the internal mechanism of the individual's aggression against the role of the individual on the role of the violent video game based on the theory of social learning; and on the basis of the research on the theory of the setback and the related research of the team identity in the sports psychology, To explore how the role agrees to influence the individual's aggression in a competitive video game. The results show that:1) In the case of violent video games, the level of the identity of the game character can influence the attack level of the individual after the game through the level of the moral dilemma, which is as follows: the higher the character identification level, the lower the level of the moral dilemma experienced by the individual in the game, the higher the attack level of the individual after the game;2) in the competitive video game, the character identification level of the game character can adjust the effect of the competition result on the offensive level of the individual after the game through the setback level, The failure of the competition can more clearly predict the level of aggression after the game. Today, even in the future, video games are an indispensable way of entertainment in the public life. It is very urgent to consider the effects of electronic games on individuals as if they were a double-edged sword, and to study the effects of electronic games on the individual. This study complements and expands the research on the field of video games, and reveals the mechanism that the increasingly realistic game can affect the individual's aggression. However, there are some deficiencies in this study, such as the male and female ratio of the tested group, the characteristics of the subjects themselves, etc. The selection of the game and the experimental paradigm may also affect the external validity of the study, and these need further research to be expanded and verified.
【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

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