电竞游戏玩家的注意偏向特征和攻击性行为
[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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