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网络游戏不同类型背景音乐对大学生攻击性情绪、认知和行为的影响

发布时间:2018-05-17 05:29

  本文选题:网络游戏 + 背景音乐 ; 参考:《西南大学》2014年硕士论文


【摘要】:网络游戏、音乐对大学生的学习与生活有着重要的影响,目前已有大量研究分别探讨了网络游戏、音乐对大学生攻击性的影响。已有研究发现暴力视频游戏能增加个体的攻击性,而亲社会视频游戏则会减少个体的攻击性;与此同时,以往研究还发现具有暴力歌词的歌曲能增加个体的攻击性,而具有亲社会歌词的歌曲能减少个体的攻击性。如果将网络游戏与音乐相结合,网络游戏背景音乐将对大学生的攻击性产生怎样的影响?网络游戏背景音乐影响大学生攻击行为的内部机制又会是怎样?这些问题值得我们进一步探讨。因此,本研究的实验目的是通过两个实验探讨网络游戏不同类型背景音乐对个体攻击性情绪、认知和行为的影响。两个实验均采用2×2组间设计,包括两种类型音乐(积极情绪、消极情绪)以及被试的性别。在正式实验之前,本研究通过实验的方式筛选出音乐材料,分别从五首音乐中选出了符合本实验要求的三首。实验一中,62名大学生随机分配到两种背景音乐条件下玩跑跑卡丁车游戏(中性游戏),然后再完成攻击性情绪与行为的测试。在实验二中,60名被试分别被分配到两种背景音乐下玩跑跑卡丁车游戏,然后完成攻击性认知和行为的测试。本研究的结果如下:(1)在攻击性情绪得分,性别与户口类型均不存在显著差异;而在攻击行为得分上,性别差异显著,男生得分显著高于女生;而城镇与农村被试得分显著不显著。(2)性别与音乐类型对攻击行为影响的交互作用不显著,而性别的主效应显著,男生得分显著高于女生;音乐类型的主效应显著,诱发消极情绪的背景音乐的攻击行为得分显著高于诱发积极情绪的背景音乐。(3)性别与音乐类型对攻击性情绪影响的交互作用不显著,性别的主效应也不显著;而音乐类型的主效应显著,消极音乐下攻击性情绪显著高于积极音乐。(4)网络游戏背景音乐所诱发情绪对攻击行为的预测作用中,有62.79%通过攻击性情绪起中介作用,有37.21%起直接作用;攻击性情绪在网络游戏背景音乐所诱发情绪影响攻击行为的关系中起着中介作用。(5)性别与音乐类型对攻击性认知的交互作用不显著,性别的主效应不显著;而音乐类型的主效应显著,消极音乐下攻击性认知显著高于积极音乐。(6)网络游戏背景音乐所诱发情绪对攻击行为的预测作用中,有24.42%通过攻击性认知的中介起作用,有75.58%直接起作用;即攻击性认知在网络游戏背景音乐所诱发情绪影响攻击行为的关系中起着中介作用。
[Abstract]:The network game, the music has the important influence to the university student's study and the life, at present has the massive research separately discussed the network game, the music to university student's aggression influence. Previous studies have found that violent video games increase individual aggression, while pro-social video games reduce individual aggression. Meanwhile, previous studies have found that songs with violent lyrics can increase individual aggression. Songs with pro-social lyrics can reduce individual aggression. If the combination of online games and music, online game background music will have an impact on the aggression of college students? What is the internal mechanism that the background music of online games affects college students' aggressive behavior? These problems are worthy of further discussion. Therefore, the purpose of this study is to explore the effects of different types of background music of online games on individual aggressive emotion, cognition and behavior through two experiments. The two experiments were designed in 2 脳 2 groups, including two types of music (positive emotion, negative emotion) and the sex of the subjects. Before the formal experiment, the music materials were screened out by experiment, and three of the five pieces of music were selected to meet the requirements of the experiment. In experiment 1, 62 college students were randomly assigned to play running kart (neutral game) under two background music conditions, and then completed the aggressive emotion and behavior test. In experiment 2, 60 subjects were assigned to play the treadmill game under two kinds of background music, and then completed the aggressive cognition and behavior tests. The results of this study are as follows: (1) there is no significant difference in the scores of aggression emotion, sex and hukou, but in the score of aggressive behavior, there is a significant difference between male and female, and the score of male is significantly higher than that of female. However, the scores of urban and rural subjects were not significant. 2) the interaction between sex and music type on aggressive behavior was not significant, but the main effect of gender was significant, the score of male was significantly higher than that of female, and the main effect of music type was significant. The score of aggressive behavior of background music which induced negative emotion was significantly higher than that of background music. 3) the interaction of sex and music type on aggressive emotion was not significant, and the main effect of gender was not significant. However, the main effect of music type was significant, the aggressive emotion in negative music was significantly higher than that in positive music. 4) among the predictors of aggression behavior induced by background music of online games, 62.79% played an intermediary role through aggressive emotion. Aggression emotion played an intermediary role in the relationship between aggression behavior induced by background music of online games.) the interaction between sex and music type on aggressive cognition was not significant, but the main effect of gender was not significant. But the main effect of music type was significant, aggressive cognition in negative music was significantly higher than that in positive music. 6) of the predictors of aggression behavior induced by background music of online games, 24.42% played a role through the intermediary of aggressive cognition. 75.58% of them acted directly, that is, aggressive cognition played an intermediary role in the relationship between emotion and aggression induced by background music of online games.
【学位授予单位】:西南大学
【学位级别】:硕士
【学位授予年份】:2014
【分类号】:B844.2

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