暴力视频游戏对个体共情及亲社会行为倾向的影响
发布时间:2018-01-04 08:38
本文关键词:暴力视频游戏对个体共情及亲社会行为倾向的影响 出处:《湖南师范大学》2014年硕士论文 论文类型:学位论文
【摘要】:许多研究都表明了暴力视频游戏会增加个体的攻击思想、恶意观点、敌对倾向,经历暴力视频游戏也经常与攻击行为联系在一起,但是关于暴力视频游戏与个体共情以及亲社会行为倾向的研究还很少见,尤其是在国内。与此同时,现有的关于暴力视频游戏对共情影响的研究结果并不是一致的,我们通过分析发现这种不一致的结果很有可能是被试的取样不同造成的,因为被试自己的暴力游戏接触程度很可能对实验结果产生影响。目的:探讨暴力视频游戏对个体共情及亲社会行为倾向的影响。方法:研究1探讨被试暴力视频游戏接触度与个体共情以及亲社会行为倾向的关系,采用暴力视频游戏接触问卷、特质共情问卷、亲社会行为倾向问卷对大学城周边网吧246名被试进行问卷调查。研究2在研究1的基础上将被试按照暴力视频游戏接触度高低进行了分组,每组选取40人共80人作为暴力游戏接触度高、低组的被试,采用2×2的被试问实验设计来考察暴力视频游戏接触程度不同的被试经历两种不同类型视频游戏对共情、亲社会行为倾向的影响。结果:①被试暴力视频游戏接触度与特质共情存在显著的负相关,被试暴力游戏接触度与亲社会行为倾向存在显著的负相关。②多层回归分析结果显示,特质共情在被试暴力游戏接触度和亲社会行为倾向之间起部分中介作用。③经历暴力视频游戏情境的被试共情水平显著低于经历中性视频游戏情境的被试。④暴力视频游戏情境下暴力接触度高的被试共情水平显著低于暴力接触度低的被试。结论:①被试暴力游戏接触度、特质共情与亲社会行为倾向有关系,特质共情在被试暴力游戏接触度和亲社会行为倾向间起部分中介作用。②相对于中性视频游戏,暴力视频游戏降低了被试的共情水平。③相对于暴力接触程度低的被试,在暴力视频游戏情境下暴力接触度高的被试共情水平显著低于暴力接触度低的被试。
[Abstract]:Many studies have suggested that violent video games will increase the individual attacks, malicious, hostile tendency, experience of violent video games and often aggressive behavior together, but research on violent video games and individual empathy and prosocial behavior is still very rare, especially in China. At the same time, the research on the effects of violent video games on the existing empathy is not consistent, we found through analysis that this result is likely to be caused by the different sampling subjects, because subjects contact the extent of their very violent games may have an impact on the experimental results. Objective: To investigate the effects of violent video games on prosocial behavior the individual empathy. Methods: the study was conducted to investigate 1 violent video game exposure and individual empathy and prosocial behavior relationship, using violence Video game exposure questionnaire, trait empathy questionnaire, prosocial behavior questionnaire for Internet cafes around City University in 246 subjects in the study conducted a questionnaire survey. 2 the study of 1 subjects in accordance with the degree of exposure to violent video games were grouped, each group of 40 people selected a total of 80 people as violent games contact degree is high, low subjects, to investigate the extent of exposure to violent video games in different subjects through two different types of video games on the design is how empathy Experiment 2 * 2, influence of prosocial behavior. Results: the subjects of violent video games and contact characteristics have significant negative correlation of empathy, subjects violent games contact degree and prosocial behavior have significant negative correlation. The analysis results show that the multiple regression of trait empathy plays a partial mediating role between the subjects of contact and prosocial behavior tendency. The violent game After the violent video game situation is significantly lower than the level of empathy experience neutral video game situation subjects. The violent video game violence situation contact degree of subjects with high levels of empathy was significantly lower than that of the low degree of violence exposure subjects. Conclusion: the subjects of violent games exposure between trait empathy and prosocial behavior tendency of trait empathy in the subjects of violent games exposure and prosocial behavior tendency between the part of the intermediary role. Compared with neutral video games, violent video games to reduce participants' level of empathy. The relative low degree of violence exposure subjects, in the context of violent video games violence contact degree of subjects with high levels of empathy significantly below the low degree of violence exposure subjects.
【学位授予单位】:湖南师范大学
【学位级别】:硕士
【学位授予年份】:2014
【分类号】:C912.6
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