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
[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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