英雄联盟对生理疼痛及社会疼痛的影响
发布时间:2018-08-21 07:42
【摘要】:电子游戏被作为一种缓解生理疼痛的方式,应用于疼痛的临床研究。本研究以当前最受欢迎的网络游戏——英雄联盟为实验材料,考察其对于生理疼痛和社会疼痛的影响。 研究一考察了英雄联盟游戏对个体生理疼痛的影响。在英雄联盟游戏前后分别测量其生理疼痛阈限和疼痛忍受力,结果表明英雄联盟游戏后的生理疼痛阈限显著高于游戏前,且疼痛忍受力游戏后也显著高于游戏前。游戏的胜负并不影响生理疼痛阈限及痛觉忍受力。 研究二考察了英雄联盟游戏对社会疼痛的影响。实验设置两组,一组为实验组,一组为对照组。实验组被试先测量社会疼痛基线水平,然后进行英雄联盟游戏,再进行社会疼痛操作,最后测量其社会疼痛水平。对照组测量社会疼痛基线水平,然后进行社会疼痛操作,最后测量其社会疼痛水平。两组的社会疼痛操作均使用两种范式结合:其一为回忆过去遭遇的社会排斥事件范式,其二为孤独终老范式。将对照组社会疼痛操作前后社会疼痛水平进行差异检验,其差异显著,表明社会疼痛操作成功。重复测量方差分析结果表明受到排斥后实验组的社会疼痛水平显著低于对照组。游戏的胜负并不影响其社会疼痛缓解。 两个研究表明:英雄联盟游戏能够显著提高个体的生理痛觉阈限和生理疼痛忍受力,可以缓冲社会排斥引发的社会疼痛。 最后,反思了本研究的不足,提出了今后研究的设想,并对本研究的意义进行了探讨。
[Abstract]:Video games are used in clinical studies of pain as a way to relieve physiological pain. In this study, League of Legends, the most popular online game, was used to investigate the effects of League of Legends on physiological and social pain. The first study examined the effects of League of Legends games on individual physiological pain. The physiological pain threshold and pain tolerance were measured before and after the League of Legends game. The results showed that the physiological pain threshold after League of Legends was significantly higher than that before and after the game, and the pain tolerance after the game was significantly higher than that before the game. The outcome of the game does not affect the physiological pain threshold and pain tolerance. Study 2 examined the effects of League of Legends games on social pain. Two groups were set up, one group was experimental group, the other group was control group. The subjects in the experimental group measured the baseline level of social pain, then performed League of Legends games, then operated on social pain, and finally measured their social pain level. The control group measured the social pain baseline level, then performed the social pain operation, and finally measured its social pain level. The two groups of social pain manipulation used two paradigms: one is to recall the past social exclusion event paradigm, the other is the lonely old age paradigm. The difference of social pain level before and after social pain operation in the control group was significant, which indicated that the social pain operation was successful. Repeated analysis of variance showed that the level of social pain in the experimental group was significantly lower than that in the control group. The success of the game does not affect its social pain relief. Two studies have shown that League of Legends games can significantly improve the physiological pain threshold and physiological pain tolerance, and can buffer the social pain caused by social exclusion. Finally, this paper reflects on the shortcomings of this study, puts forward some ideas for future research, and probes into the significance of this study.
【学位授予单位】:华中师范大学
【学位级别】:硕士
【学位授予年份】:2014
【分类号】:B845
本文编号:2195023
[Abstract]:Video games are used in clinical studies of pain as a way to relieve physiological pain. In this study, League of Legends, the most popular online game, was used to investigate the effects of League of Legends on physiological and social pain. The first study examined the effects of League of Legends games on individual physiological pain. The physiological pain threshold and pain tolerance were measured before and after the League of Legends game. The results showed that the physiological pain threshold after League of Legends was significantly higher than that before and after the game, and the pain tolerance after the game was significantly higher than that before the game. The outcome of the game does not affect the physiological pain threshold and pain tolerance. Study 2 examined the effects of League of Legends games on social pain. Two groups were set up, one group was experimental group, the other group was control group. The subjects in the experimental group measured the baseline level of social pain, then performed League of Legends games, then operated on social pain, and finally measured their social pain level. The control group measured the social pain baseline level, then performed the social pain operation, and finally measured its social pain level. The two groups of social pain manipulation used two paradigms: one is to recall the past social exclusion event paradigm, the other is the lonely old age paradigm. The difference of social pain level before and after social pain operation in the control group was significant, which indicated that the social pain operation was successful. Repeated analysis of variance showed that the level of social pain in the experimental group was significantly lower than that in the control group. The success of the game does not affect its social pain relief. Two studies have shown that League of Legends games can significantly improve the physiological pain threshold and physiological pain tolerance, and can buffer the social pain caused by social exclusion. Finally, this paper reflects on the shortcomings of this study, puts forward some ideas for future research, and probes into the significance of this study.
【学位授予单位】:华中师范大学
【学位级别】:硕士
【学位授予年份】:2014
【分类号】:B845
【参考文献】
相关期刊论文 前10条
1 林美珍;;团队凝聚力的研究述评[J];科学与管理;2010年01期
2 李宏利;雷雳;;沉醉感及其在现实世界以及虚拟空间的表现[J];心理研究;2010年03期
3 张天锡,印其章;疼痛机制与疼痛治疗(1)[J];外科理论与实践;2003年01期
4 才源源;崔丽娟;李昕;;青少年网络游戏行为的心理需求研究[J];心理科学;2007年01期
5 程真波;黄宇霞;;疼痛共情的神经机制[J];心理科学;2012年02期
6 高文斌;陈祉妍;;网络成瘾病理心理机制及综合心理干预研究[J];心理科学进展;2006年04期
7 程苏;刘璐;郑涌;;社会排斥的研究范式与理论模型[J];心理科学进展;2011年06期
8 孟景;沈林;Todd Jackson;陈红;;疼痛对心理的影响及其机制[J];心理科学进展;2011年10期
9 李科,尧德中;虚拟现实技术在认知康复中的应用[J];中华物理医学与康复杂志;2005年04期
10 黄峥;钱铭怡;易春丽;聂晶;邓晶;章晓云;;电脑游戏成瘾与网络关系成瘾倾向相关因素比较[J];中国临床心理学杂志;2006年03期
,本文编号:2195023
本文链接:https://www.wllwen.com/shekelunwen/xinlixingwei/2195023.html