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电竞游戏玩家的注意偏向特征和攻击性行为

发布时间:2018-09-14 13:12
【摘要】:网络信息时代大背景下,电子游戏在我们的视野中可谓无孔不入。从最初的娱乐休闲功能演变到现在具有竞技比赛的性质,游戏者们从娱乐玩家变成每天在线直播的职业玩家,竞技游戏就像足球、篮球一样吸引了越来越多的人参与进来。伴随着这种发展变化,游戏的双刃剑特性也就显现出来,在带来娱乐的同时,也将游戏中的暴力因素带给了玩家,而研究发现吸引玩家最多的亦是此类带有竞争性、暴力性的游戏。国内及国外研究都发现长时间沉浸于暴力竞争性游戏中会使玩家的攻击性情感增强,对游戏、暴力相关的线索会变得敏感,且增加生理唤醒度,成为社会不稳定因素。GAM模型证明长时间的暴力游戏经验会让玩家形成攻击性图示并产生攻击性逻辑,并且时间延长会强化这种图示和逻辑。很多研究都研究了游戏玩家对攻击及威胁性信息的注意偏向,但本文着重以当下最流行的《英雄联盟》游戏玩家为对象,研究当下大部分游戏玩家对此流行游戏的注意认知特点和自身攻击性特点。本研究包括三个实验,根据被试电子游戏经验将被试分类成游戏玩家和非游戏玩家,实验一将研究游戏玩家对游戏中游戏英雄图片的注意偏向特征主要表现为注意定向还是注意解除;实验二将研究具有注意偏向特征的游戏玩家受惩罚时的攻击性特征;又因为攻击性往往伴随着情绪激动,实验三通过测量游戏玩家的心率来进一步支持电竞游戏会激发玩家生理唤醒这一假设。实验一通过2(被试类型:游戏,非游戏)×3(探测点位置:一致,不一致,中性-中性)混合实验设计,采用点探测范式研究了游戏玩家对游戏英雄图片的注意偏向特征,结果表明:与非游戏玩家相比,游戏玩家对游戏图片具有注意偏向特征且主要表现为注意定向。实验二采用2(组别:低惩罚组,高惩罚组)×2(惩罚时间:第一次胜利,第二次胜利)混合实验设计,以不同分贝声音作为实验材料,采用竞争反应时范式,结果证明:接受高惩罚强度的被试对他人施加的惩罚强度等级高于受到低惩罚强度的被试,即回馈性攻击强度随着受惩罚强度升高而升高。实验三采用2(被试类型:非游戏玩家,游戏玩家)×2(被试状态:平静期,游戏中)混合实验设计,以对《王者荣耀》实际操作为实验内容,采用生理多导仪测量玩家游戏状态下的心率与平静期的差异,结果表明:游戏玩家在游戏时心率较高,与平静期心率相比差异性显著。研究得到以下结论:(1)长时间沉浸于游戏中的游戏玩家对游戏确实存在注意偏向且主要表现为注意定向;(2)对游戏玩家而言,惩罚强度越高,被试攻击性就越高(高生理投入);(3)游戏影响玩家生理唤醒水平的提高,表现为游戏状态下的心率高于平静状态(高心理投入)。研究结果与GAM理论模型相符合,且符合一般攻击模型中的短视效应理论,当然研究还有进一步需要改进的地方,如采用眼动仪测量眼动指标和使用ERP等技术对注意偏向进行进一步考查。
[Abstract]:Under the background of the network information age, video games are all-pervasive in our vision. From the original entertainment and leisure functions to the nature of competitive games, players have changed from entertainment players to professional players who broadcast live online every day. Competitive games, like football and basketball, attract more and more people to participate in. Along with this development and change, the double-edged sword characteristics of the game also emerged. While bringing entertainment, it also brought the violent factors to the players. The research found that the most attractive game is this kind of competitive and violent game. Domestic and foreign studies have found that for a long time immersed in violent competitive games. GAM model proves that long-term experience of violent games can lead to aggressive graphics and aggressive logic, and that prolonged time can strengthen the graphics and logic. All the researches have studied the attention bias of game players to aggressive and threatening information, but this paper focuses on the most popular "hero alliance" game players as the object, and studies the attention cognitive characteristics and self-aggressive characteristics of most current game players to this popular game. Subjects were classified as game players and non-game players. In experiment 1, the attention bias characteristics of the game players to the hero pictures in the game were mainly shown as attention orientation or attention dissolution; in experiment 2, the aggressive characteristics of the game players with attention bias characteristics were studied when they were punished; and because aggression was often accompanied by aggression. Emotional agitation was further supported by measuring the player's heart rate in Experiment 3. In Experiment 1, a point-detection paradigm was used to study players'role in game heroes through a mixed experiment design of 2 (subject type: game, non-game) *3 (detection point location: consistent, inconsistent, neutral-neutral). The results show that compared with non-gamers, gamers have attention bias and mainly show attention orientation. In experiment 2, a mixed experiment design of 2 (group: low penalty group, high penalty group) *2 (penalty time: first victory, second victory) was used, and different decibel sounds were used as the experiment. Material: Competitive response time paradigm was used. The results showed that the punishment intensity of the subjects with high punishment intensity was higher than that of the subjects with low punishment intensity. The results showed that the heart rate of the players in the game was higher than that in the quiet period, and the difference was significant compared with that in the quiet period. Gamers in the game did have attention bias and mainly showed attention orientation; (2) for gamers, the higher the punishment intensity, the higher the aggressiveness of the subjects (high physical input); (3) the game affected the improvement of the players'physiological arousal level, showing that the heart rate in the game state was higher than that in the quiet state (high psychological input). It is consistent with the GAM theory model and the short-sighted effect theory in the general attack model. Of course, there are still some further improvements to be made in the study, such as the use of eye movement measurement and the use of ERP technology to further examine attention bias.
【学位授予单位】:曲阜师范大学
【学位级别】:硕士
【学位授予年份】:2017
【分类号】:B842

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