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暴力电子游戏与竞争性电子游戏中角色认同水平对攻击性的影响

发布时间:2019-04-13 16:08
【摘要】:科技日新月异,电子游戏产业也处于飞速发展的阶段。各种新兴科技手段也被纳入游戏之中,特别是VR(虚拟现实)、AR(增强现实)、MR(混合现实)等技术的到来,使得人们在玩游戏的过程中如同身临其境一般,拥有更为强烈的视觉等知觉方面的冲击感,带来更强的沉浸感。这也必将吸引更为广泛和更为忠实的游戏爱好者,带来更为庞大的游戏消费群体。因此,及早探究电子游戏中有哪些因素会对个体产生影响,会产生什么样的影响,如何在最大程度上消除电子游戏的消极影响、提高其积极影响及应用于其他领域的可能性等是十分重要的研究课题。游戏中,游戏角色是必不可少的部分,无论游戏角色的身份是明显,如第一人称视角射击类游戏中第一视角的角色、亦或是上帝视角看到的但实际上在操控的角色等等;或是游戏角色并没有明显身份,如城市建造类游戏中,玩家所担任的总规划师的角色。由于,游戏角色是个体在虚拟情境中进行互动和交流的重要媒介,因此,个体对于游戏角色的认同水平即角色认同水平将会影响其在游戏中的感受性,并导致玩家行为、态度等方面的改变。角色认同是个体在游戏过程中将自我知觉转化成游戏角色,并认为是其自身在屏幕中进行着相应的活动。前人研究表明,个体对暴力游戏角色的认同水平能够显著预测游戏后个体的攻击性水平。然而,个体对暴力游戏角色认同如何影响个体攻击性的潜在机制仍不得而知。此外,涉及到游戏角色认同的研究大多局限于暴力电子游戏的研究中,而另一类会对个体攻击性产影响的游戏——竞争性电子游戏,还少有涉及角色认同的研究。因此,本研究目的有二:1)探究个体对暴力电子游戏角色的角色认同水平影响个体攻击性的内在机制;2)对个体在竞争性电子游戏中的角色认同水平如何影响个体攻击性进行探讨。研究主要包括两个部分:研究一基于社会学习理论,考察个体对暴力电子游戏角色的角色认同水平影响个体攻击性的内在机制;研究二在挫折—侵犯理论以及体育心理学中球队认同相关研究的基础上,探究角色认同在竞争性电子游戏中如何影响个体的攻击性。研究结果表明:1)对于暴力电子游戏中,游戏角色认同水平会通过道德困境水平对游戏后个体的攻击性水平产生影响,具体表现为,角色认同水平越高,个体在游戏中体验到的道德困境水平越低,进而游戏后个体的攻击性水平就越高;2)在竞争性电子游戏中,游戏角色的角色认同水平能够调节竞争结果通过挫折水平对游戏后个体攻击性水平的作用,具体表现为对于游戏角色认同高的个体,竞争失败能够更明显地预测其游戏后的攻击性水平。如今,甚至是未来,电子游戏都是大众生活中不可缺少的娱乐方式。考虑到电子游戏对于个体犹如一把双刃剑,全面、清楚地研究电子游戏对个体所带来的影响、并探究清楚产生这些影响的机制是十分迫切的。本研究对电子游戏领域的研究做了一定的补充和拓展,揭示了日益逼真的游戏可能对个体攻击性产生影响的机制。然而,本研究也存在不足之处,如被试群体男女比例、被试自身的特质等方面可能考虑不足,游戏和实验范式的选取也可能影响到研究的外部效度等,这些都需要进一步的研究来进行拓展和验证。
[Abstract]:With the rapid development of science and technology, the electronic game industry is in the stage of rapid development. various emerging scientific and technological means are also included in the game, in particular the arrival of VR (virtual reality), AR (augmented reality), and MR (mixed reality) technology, so that people have a more strong sense of impact in the process of playing a game, Resulting in a strong sense of immersion. It will also attract a wider and more loyal game-lover, bringing in a more massive game-consuming group. Therefore, it is very important to explore the factors that affect the individual, what kind of influence can be produced, how to eliminate the negative influence of the video game to the maximum extent, and to improve the positive influence and the possibility of the application in other fields. In a game, the game character is an essential part, regardless of the identity of the game character, such as the character of the first angle of view in the first-person visual angle shooting game, or the character that is seen in the view of God, but actually in the manipulation, or the like; or the game character has no obvious identity, Such as in a city construction class game, the player's role as a total planner. As a result, the game character is an important medium for the individual to interact and communicate in the virtual context, so the identity level of the individual to the game character, that is, the character identification level, will influence the sensitivity of the player in the game, and lead to the change of the player's behavior, attitude and the like. The character recognition is that the individual converts the self-perception into the game character during the game, and thinks it is its own in the screen to carry on the corresponding activity. Previous studies have shown that the level of identity of the individual to the character of the violent game can significantly predict the level of the individual's aggression after the game. However, the individual's potential mechanism to identify how the role of a violent game affects the individual's aggression remains unknown. In addition, the research involved in the identification of the game characters is mostly limited to the research of violent video games, and the other is a game _ competitive video game that affects the individual's aggressive production, and there are few studies involving the identity of the characters. Therefore, the purpose of this study is as follows:1) to explore the intrinsic mechanism of the individual's influence on the individual's aggression against the role of the violent video games; and (2) to explore how the individual's identity level in the competitive video games affects the individual's aggression. The research mainly includes two parts: a study of the internal mechanism of the individual's aggression against the role of the individual on the role of the violent video game based on the theory of social learning; and on the basis of the research on the theory of the setback and the related research of the team identity in the sports psychology, To explore how the role agrees to influence the individual's aggression in a competitive video game. The results show that:1) In the case of violent video games, the level of the identity of the game character can influence the attack level of the individual after the game through the level of the moral dilemma, which is as follows: the higher the character identification level, the lower the level of the moral dilemma experienced by the individual in the game, the higher the attack level of the individual after the game;2) in the competitive video game, the character identification level of the game character can adjust the effect of the competition result on the offensive level of the individual after the game through the setback level, The failure of the competition can more clearly predict the level of aggression after the game. Today, even in the future, video games are an indispensable way of entertainment in the public life. It is very urgent to consider the effects of electronic games on individuals as if they were a double-edged sword, and to study the effects of electronic games on the individual. This study complements and expands the research on the field of video games, and reveals the mechanism that the increasingly realistic game can affect the individual's aggression. However, there are some deficiencies in this study, such as the male and female ratio of the tested group, the characteristics of the subjects themselves, etc. The selection of the game and the experimental paradigm may also affect the external validity of the study, and these need further research to be expanded and verified.
【学位授予单位】:西南大学
【学位级别】:硕士
【学位授予年份】:2017
【分类号】:B842

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