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媒体暴力信息对不同现实暴力接触大学生生理心理的不良影响

发布时间:2018-01-05 02:25

  本文关键词:媒体暴力信息对不同现实暴力接触大学生生理心理的不良影响 出处:《第四军医大学》2008年博士论文 论文类型:学位论文


  更多相关文章: 大学生 媒体暴力 生活中的暴力 生理激起 负性情绪 敌意认知 暴力态度 健康行为 竞争性


【摘要】: 大众媒体与家庭、学校和同龄群体的影响一样,已经成为影响个体社会化进程中的重要因素。青少年是各种媒体的重要消费者,电影、电视和网络中的暴力节目直接影响到青少年的暴力行为、敌意的认知和负性情绪情感等。大众媒体对于青少年的社会化过程以及生理和心理的影响一直受到社会各界的关注,大众媒体的发展特点决定了媒体对青少年的影响已不再是某一个国家的问题,而是一个世界各国普遍存在的问题。 本研究的目的是在准实验室的情境下,研究媒体与现实生活中的暴力对大学生敌意的认知、对待暴力和不良健康行为的态度(如吸烟、喝酒等)、竞争行为、负性情感和生理上唤醒程度的影响。根据被试在家庭和社区生活中所接触到的暴力量的不同,在实验室随机安排被试去看两个暴力程度不同的网络游戏视频中的一个,以观察对被试的影响程度。 本研究的主要研究内容和步骤: A.选取西安交通大学理工类专业05级和06级大学生对家庭、社区和媒体多个情境中所接触的暴力进行测查。对每一个情境中接触暴力的可能影响进行检测;媒体暴力对于在生活中接受了更多暴力的青少年是否有更大的影响;暴力接触量的多少是否与不良的健康行为有关;暴力接触量的多少与不良的认知行为之间是否存在可能的中介因素。 B.按照大学生在家庭和社区所接触的暴力量的不同,把参加研究的学生分成三组:高暴力量接触组、中等暴力量接触组和低暴力量接触组。 C.在中等暴力量接触组抽取16名学生进行预试验,采用平衡法顺序在实验室随机让他们观看攻击内容不同的两个网络游戏视频(反恐精英:坏孩子和跑跑卡丁车:海盗追皮蛋),检测血压和脉搏的变化情况,然后对所观看的网络游戏视频的特点进行评估(如游戏的趣味性、兴奋性、内容和画面是否暴力等)。 D.在高暴力量接触组、中等暴力量接触组和低暴力量接触组抽取128名男性学生,在实验室进行准实验研究,把暴力接触量相同组别并且暴力量相同或相近的被试配成一对随机选择观看攻击内容不同的网络游戏视频中的一个(反恐精英:坏孩子和跑跑卡丁车:海盗追皮蛋),并检测血压和脉搏的变化。 E.观看完网络游戏视频后,通过测验了解被试的情绪、以及对不良健康行为和暴力的态度。 F.通过两个模糊的社会情境,测查被试的敌意认知偏见。 G.通过社会困境游戏,测查被试的攻击性。 H.用7点量表评估网络游戏视频的特点。本研究的主要研究成果: A.大学生在生活中接触的暴力量中,社区暴力接触量大于家庭暴力接触量,间接暴力大于直接暴力。 B.家庭人口越多、父母亲的文化水平越低、来源地越不发达、家庭子女越多,在生活中所接触的暴力量越多;结交的朋友当中不良行为的朋友越多,其社区暴力接触量就越大;男性更多地与社区暴力和暴力接触总量相联系。 C.家庭人口越多、来源地越不发达、家庭子女越多,越容易出现负性情绪;父母亲的文化水平越低、与有不良行为的朋友交往越多,更容易出现有害健康的行为;玩游戏的经验越丰富,对评价具有高暴力内容和画面的游戏时其程度越低。 D.随机观看暴力游戏视频的被试比随机观看非暴力游戏视频的被试在实验结束后表现出更多的生气和负性情绪,对社会信息的处理更加的敌意、对暴力和其它不良健康行为(如喝酒、抽烟等)持更加消极的态度、有更多的竞争性行为。 E.生活中接触的暴力越多,观看游戏后对暴力和不良健康的行为持更加消极的态度;在社区接触的暴力越多,有更多的负性情绪;在家庭接触的暴力越多,对社会信息的处理更加的敌意、有更多的竞争性行为。在生活中接触的暴力和对不良健康行为的消极态度均与不良行为同辈的交往有关。 F.生活中的暴力接触与媒体暴力的实验室条件在脉搏、敌意的信息加工和对不良健康行为的消极态度上存在交互作用。观看暴力游戏视频的被试脉搏从静息期到观看游戏后的变化量、敌意信息的加工、对不良健康行为的消极态度对于在生活中接触了高暴力的人群作用更加的显著。
[Abstract]:The mass media and the influence of family, school and peer groups, has become an important factor affecting the socialization of individuals. Teenagers are important consumers of various media, film, television and network violence programs directly affect youth violence, hostile cognition and negative emotion. The mass media for the process of socialization of teenagers and the physiological and psychological effects has been concern in the community, the development characteristics of mass media determines the impact of media on young people is no longer a national problem, which is a widespread problem throughout the world.
The purpose of this study is under the condition of quasi experiment research in media and real life violence awareness on College Students' hostility, towards violence and harmful health behaviors (such as smoking, drinking and attitude), competitive behavior, negative emotions and physiological arousal degree. According to the amount of subjects exposed to violence in family and community life in the different participants were randomly assigned to one of two violent video games with different degrees, to observe the influence degree of the subjects.
The main research contents and steps of this study are as follows:
A. from Xi'an Jiao Tong University of science and engineering majors of grade 05 and grade 06 students of the family, the community and the media contact more in the context of violence were tested. Potential effects of violence exposure were tested under each condition; whether the media violence has a greater impact on life in adolescents exposed to more violence; the quantity of violence exposure is associated with adverse health behaviors; whether there is a possible mediating factor between the quantity of violence exposure and adverse cognitive behavior.
According to the difference in the amount of violence that college students encounter in family and community, B. is divided into three groups: high explosive force contact group, moderate exposure group and low power exposure group.
C. in the medium violence exposure group selected 16 students were pre test, using the balance method in order to let them watch the attack were randomly with different contents of two video games (CS: bad boy and kart: chasing pirates, changes of blood pressure and preserved egg) pulse detection, then the characteristics of the watch video games are evaluated (such as the game interesting, exciting, content and screen violence).
D. in the high violence exposure group, the medium violence exposure group and the low violence exposure group selected 128 male students of the quasi experimental study in the laboratory, the same group of violence and violence exposure amount of the same or similar subjects with a random selection of a watch attack different content video games the (Counter Strike: bad boy and kart: chasing pirates, blood pressure and pulse and preserved egg) change detection.
After watching the online game video, E. learned about the subjects' emotions, as well as their attitudes towards unhealthy behavior and violence.
F. examined the cognitive prejudice of the subjects by two fuzzy social situations.
G. tests the aggressiveness of the subjects through a social dilemma game.
H. uses a 7 point scale to evaluate the characteristics of video game. The main research results of this study are:
Among the violence of A. college students in life, the amount of violence in the community is greater than the amount of domestic violence, and the indirect violence is greater than the direct violence.
B. the number of family members, parents' cultural level is low, the source of the more developed, more families, more violence contact in life; make friends withbad behaviors the more community violence exposure, the greater the more men; and community violence and contact the total contact.
C. the number of family members, the source of the more developed, more families, more prone to negative emotions; parents' cultural level is low, and the bad behavior of friends more and more prone to harmful health behaviors; to play the game more experience, to evaluate with high content and violence of the game screen at the lower level.
D. were watching violent video game subjects than non violent video games were watching the subjects after the experiment showed more anger and negative emotions, hostility in social information processing more, of violence and other harmful health behaviors (such as smoking, drinking, etc.) hold a more negative attitude, competition more sex.
The more violent contact in the life of E., hold more negative attitudes towards violence and harmful health behaviors after watching the game; more community violence, have more negative emotions; more home violence, hostility in social information processing more and more competitive behavior. Contact in life the negative attitude towards violence and harmful health behaviors are dealing with bad behavior of peers.
Violent contact with media violence in laboratory conditions in the life of F. in the pulse, there is interaction between information processing hostility and negative attitudes towards unhealthy behavior. Watch violent video game was beat to feel one's pulse from at rest to change the game after the amount of hostility information processing, and negative attitudes towards harmful health behaviors for people in life with high violence is more significant.

【学位授予单位】:第四军医大学
【学位级别】:博士
【学位授予年份】:2008
【分类号】:B844.2

【引证文献】

相关期刊论文 前1条

1 许德镇;;青少年媒体消费与媒体教育的相关研究[J];上海青年管理干部学院学报;2009年02期

相关博士学位论文 前1条

1 王倩;媒体时代大、中学生处理暴力和色情信息的德育问题研究[D];南昌大学;2011年

相关硕士学位论文 前1条

1 吴晓燕;暴力线索暴露对攻击行为的影响机制[D];宁波大学;2012年



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