非暴力视频游戏中竞争情境对玩家合作倾向和攻击倾向的影响
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  • 英文篇名:The Effect of Competitive Context on Player's Cooperative Tendency and Aggressive Tendency in the Non-violent Video Game
  • 作者:孙钾诒 ; 刘衍玲
  • 英文作者:SUN Jiayi;LIU Yanling;Research Center of Mental Health Education,Faculty of Psychology,Southwest University;Faculty of Psychology,Southwest University;
  • 关键词:竞争性视频游戏情境 ; 非暴力视频游戏 ; 合作倾向 ; 攻击倾向
  • 英文关键词:competitive video game context;;non-violent video game;;cooperative tendency;;aggressive tendency
  • 中文刊名:XLFZ
  • 英文刊名:Psychological Development and Education
  • 机构:西南大学心理健康教育研究中心;西南大学心理学部;
  • 出版日期:2019-01-15
  • 出版单位:心理发展与教育
  • 年:2019
  • 期:v.35;No.154
  • 基金:重庆市人文社会科学重点研究基地重点项目“亲社会视频游戏对青少年攻击性的抑制效应”(14SKB033);; 国家社会科学基金教育学一般课题“亲社会视频游戏对青少年亲社会行为的影响”(BBA140049)
  • 语种:中文;
  • 页:XLFZ201901004
  • 页数:8
  • CN:01
  • ISSN:11-1608/B
  • 分类号:35-42
摘要
使用中性视频游戏和亲社会视频游戏,采用单次双人给予倾向困境任务和辣酱范式分别测量被试的合作倾向和攻击倾向,旨在探究竞争性视频游戏情境对玩家合作倾向和攻击倾向的影响。结果发现:(1)在对合作倾向的影响上,无论是玩中性视频游戏还是亲社会视频游戏,竞争情境相比单人情境均能显著降低玩家的合作倾向;(2)在对攻击倾向的影响上,玩中性视频游戏,竞争情境相比单人情境能显著提高玩家的攻击倾向;但玩亲社会视频游戏,竞争情境与单人情境对玩家攻击倾向的影响差异不显著。本研究表明,游戏情境是影响玩家行为倾向的重要因素之一,在非暴力视频游戏中竞争情境对玩家行为倾向会产生消极影响,亲社会视频游戏在一定程度上能抑制竞争情境的消极效应。
        Neutral video games and prosocial video games were used to explore the effect of competitive video game context on player's cooperative tendency and aggressive tendency,which were measured respectively by one-shot version of a two-person give-some dilemma and hot sauce paradigm. Results show that:( 1) Compared to the solo context,the competitive context can significantly reduce the player's cooperative tendency in playing neutral video game or prosocial video game:( 2) Compared to the solo context,the competitive context can significantly increase the player's aggressive tendency in playing neutral video game. However,in the dimension of prosocial video game,the competitive context had no effect on player's aggressive tendency. These results suggest that the video game context is one of important factors that affect the player's behavioral tendency,and the competitive context has a negative effect on the player's behavior tendency in the non-violent video game. But to a certain extent the prosocial video game can inhibit the negative effect of competitive context.
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