暴力网络游戏对青少年的死亡认知及攻击性的影响
发布时间:2018-12-13 23:56
【摘要】: 近年来网络游戏迅猛发展,但目前在网络上比较流行的游戏大都是带有攻击性内容和暴力倾向的暴力网络游戏,如反恐精英(CS)、星际争霸、魔兽争霸2等,都存在着攻击性内容。青少年若长期沉迷于暴力网络游戏,,对游戏中的“死亡”、“暴力”等现象熟视无睹,久而久之,必将降低他们的正常移情反应,这样可能不仅会影响他们对死亡这一生命现象的认识,把人的生死与网络游戏中的“角色人物”相比,混淆虚拟的游戏“人物”与现实生命之间的区别,对死亡概念的理解可能产生不利影响,而且还可能提高其在现实生活中的攻击性。因此,本研究的主要目的在于全面、深入地考察暴力网络游戏与死亡认知及攻击性之间的关系,探讨暴力网络游戏对青少年的死亡认知及攻击性的可能影响,建立暴力网络游戏与死亡认知及攻击性之间关系的理论模型。 研究一:通过问卷测量法,以163名初中一、二年级学生为被试,探讨暴力网络游戏对青少年的死亡认知的影响。研究发现,青少年的暴力网络游戏偏好与死亡概念总分及五个维度相关不显著,但暴力网络游戏偏好与移情为显著负相关,移情与死亡概念的“适用性”为显著正相关、与“终结性”为显著负相关;结构方程模型分析发现,暴力网络游戏通过移情对“适用性”和“终结性”产生显著性的间接预测。 研究二:通过问卷法,采用自编的网络游戏问卷、去抑制性量表、移情量表及攻击性问卷等四个量表作为测量工具,以426名中学生为被试,探讨了网络游戏卷入时间及程度对青少年攻击性的影响,包括身体攻击、言语攻击、愤怒和敌意四个方面,并考察移情和去抑制性两个变量在此影响过程中的作用。研究发现,(1)网络游戏卷入时间与移情、愤怒和敌意之间的相关不显著,但与去抑制性及身体和言语攻击之间的相关均达到显著性水平;暴力网络游戏卷入程度与移情、去抑制性、身体和言语攻击之间的相关显著,与愤怒和敌意的相关不显著:非暴力网络游戏卷入程度与移情、去抑制性、言语攻击和愤怒之间的相关显著,与身体攻击和敌意之间的相关不显著;(2)利用结构方程模型分析,发现暴力网络游戏、非暴力网络游戏卷入程度均通过去抑制性和移情对身体攻击产生显著性的间接预测。
[Abstract]:In recent years, online games have developed rapidly, but at present the most popular online games are violent online games with offensive content and violent tendencies, such as (CS), StarCraft, Warcraft 2, etc. There is offensive content. If teenagers become addicted to violent online games for a long time, they will turn a blind eye to the phenomena of "death" and "violence" in the game. Over time, they will surely reduce their normal empathy response. This may not only affect their understanding of the life phenomenon of death, but also confuse the difference between virtual game "character" and real life by comparing human life and death with "character" in online games. Understanding the concept of death may have adverse effects and may increase its aggression in real life. Therefore, the main purpose of this study is to investigate the relationship between violent online games and death cognition and aggression, and to explore the possible effects of violent online games on adolescents' death cognition and aggression. A theoretical model of the relationship between violent online games and death cognition and aggression was established. Study 1: 163 freshmen and sophomores in junior high school were tested by questionnaire to explore the effect of violent online games on adolescents' cognition of death. The study found that adolescents' violent online game preference had no significant correlation with the total score and five dimensions of the concept of death, but violent online game preference had a significant negative correlation with empathy, and empathy had a significant positive correlation with the "applicability" of the concept of death. There was a significant negative correlation with "finality". Structural equation model analysis showed that violent online games had significant indirect prediction of "applicability" and "termination" through empathy. The second study: through the questionnaire method, used the self-made online game questionnaire, to suppress the scale, the empathy scale and the aggression questionnaire as the measuring tool, took 426 middle school students as the subjects, This paper discusses the effects of time and degree of online game involvement on adolescents' aggression, including physical aggression, verbal aggression, anger and hostility, and explores the role of empathy and depressive variables in the process. The results showed that (1) the correlation between online game involvement time and empathy, anger and hostility was not significant, but significant correlation was found between online game involvement time and physical and verbal aggression. The level of involvement in violent online games is significantly associated with empathy, depressive, physical and verbal aggression, but not with anger and hostility: the involvement of non-violent online games is associated with empathy, disinhibition, and non-violent online games. The correlation between verbal aggression and anger was significant, but there was no significant correlation between verbal aggression and physical aggression and hostility. (2) by using structural equation model analysis, it was found that the degree of involvement of violent online games and non-violent online games were significantly and indirectly predicted by depressive and empathy.
【学位授予单位】:首都师范大学
【学位级别】:硕士
【学位授予年份】:2007
【分类号】:C913.5
本文编号:2377496
[Abstract]:In recent years, online games have developed rapidly, but at present the most popular online games are violent online games with offensive content and violent tendencies, such as (CS), StarCraft, Warcraft 2, etc. There is offensive content. If teenagers become addicted to violent online games for a long time, they will turn a blind eye to the phenomena of "death" and "violence" in the game. Over time, they will surely reduce their normal empathy response. This may not only affect their understanding of the life phenomenon of death, but also confuse the difference between virtual game "character" and real life by comparing human life and death with "character" in online games. Understanding the concept of death may have adverse effects and may increase its aggression in real life. Therefore, the main purpose of this study is to investigate the relationship between violent online games and death cognition and aggression, and to explore the possible effects of violent online games on adolescents' death cognition and aggression. A theoretical model of the relationship between violent online games and death cognition and aggression was established. Study 1: 163 freshmen and sophomores in junior high school were tested by questionnaire to explore the effect of violent online games on adolescents' cognition of death. The study found that adolescents' violent online game preference had no significant correlation with the total score and five dimensions of the concept of death, but violent online game preference had a significant negative correlation with empathy, and empathy had a significant positive correlation with the "applicability" of the concept of death. There was a significant negative correlation with "finality". Structural equation model analysis showed that violent online games had significant indirect prediction of "applicability" and "termination" through empathy. The second study: through the questionnaire method, used the self-made online game questionnaire, to suppress the scale, the empathy scale and the aggression questionnaire as the measuring tool, took 426 middle school students as the subjects, This paper discusses the effects of time and degree of online game involvement on adolescents' aggression, including physical aggression, verbal aggression, anger and hostility, and explores the role of empathy and depressive variables in the process. The results showed that (1) the correlation between online game involvement time and empathy, anger and hostility was not significant, but significant correlation was found between online game involvement time and physical and verbal aggression. The level of involvement in violent online games is significantly associated with empathy, depressive, physical and verbal aggression, but not with anger and hostility: the involvement of non-violent online games is associated with empathy, disinhibition, and non-violent online games. The correlation between verbal aggression and anger was significant, but there was no significant correlation between verbal aggression and physical aggression and hostility. (2) by using structural equation model analysis, it was found that the degree of involvement of violent online games and non-violent online games were significantly and indirectly predicted by depressive and empathy.
【学位授予单位】:首都师范大学
【学位级别】:硕士
【学位授予年份】:2007
【分类号】:C913.5
【引证文献】
相关硕士学位论文 前7条
1 李蔚;网络游戏的道德环境建设之思考[D];湖南工业大学;2010年
2 左东朔;小学生死亡认知特点[D];华东师范大学;2011年
3 乔丽娟;教育病理学视野中的男孩教育问题研究[D];华中师范大学;2011年
4 刘赛;网络游戏行为的结构—一项探索性研究[D];兰州大学;2011年
5 王继平;大学生网络游戏成瘾及网络游戏对游戏参与者攻击性影响的研究[D];山西医科大学;2010年
6 李威;暴力电子游戏对大学生攻击性影响[D];河南大学;2012年
7 杨柳婧;思想政治教育网络游戏载体研究[D];南华大学;2012年
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