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中文题名:

 暴力电子游戏对个体攻击性的影响:注意偏差和敌意归因偏差的作用    

姓名:

 金瑞燕    

保密级别:

 公开    

论文语种:

 中文    

学科代码:

 045400    

学科专业:

 应用心理    

学生类型:

 硕士    

学位:

 应用心理硕士    

学位类型:

 专业学位    

学位年度:

 2022    

校区:

 北京校区培养    

学院:

 心理学部    

研究方向:

 临床咨询与心理    

第一导师姓名:

 杨秀杰    

第一导师单位:

 北京师范大学心理学部    

提交日期:

 2022-06-09    

答辩日期:

 2022-05-28    

外文题名:

 The Impact of Violent Video Games on Individual Aggression: The Role of Attentional Biases and Hostile Attribution Biases    

中文关键词:

 暴力电子游戏 ; 攻击性 ; 注意偏差 ; 敌意归因偏差 ; 有调节的中介 ; 动态评估    

外文关键词:

 Violent video games ; Aggression ; Attention bias ; Hostile attribution bias ; Moderated mediation ; Ambulatory assessment    

中文摘要:

模拟现实生活中无法实施的活动,是电子游戏最鲜明的特征之一,而其中普遍存在的一大元素,就是暴力,并且许多电子游戏玩家都对暴力因素产生偏好和青睐。在大学生当中,几乎普遍都接触过电子网络游戏,且在其中所投入的时间非常长。大量研究表明,玩暴力电子游戏会增加攻击性行为以及相关的认知和情感,但其中机制仍然不甚明了,尤其是生态效度受到质疑。已有相关研究支撑注意偏差在暴力电子游戏和攻击性之间的中介作用。此外,根据社会信息加工理论,社会信息加工中的线索解释过程,尤其是对他人行为意图的敌意归因过程,对个体的攻击性有着独特的预测作用,且敌意归因偏差为个体的特质,并不容易随着时间发生明显的变化。基于此,本研究将分别考察注意偏差和敌意归因偏差这两个变量在暴力电子游戏和攻击性之间起到的作用。本研究假设注意偏差可以中介暴力电子游戏接触程度和个体攻击性之间的关系,且个体的敌意归因偏差水平可以调节注意偏差和攻击性之间的相关程度。研究一进行横断问卷研究,共招募了654名被试,被试平均年龄为19.26岁。结果表示,注意偏差在暴力电子游戏接触程度与攻击性之间的中介作用显著,但注意偏差和敌意归因偏差的交互项对攻击性的预测水平尚未达到显著效果。研究二在研究一的基础上进一步进行动态评估研究,招募141名被试,平均年龄为20.3岁。实验在连续的7天内持续向被试发送问卷,每天在固定时间内发送4次。结果发现在个体内水平中,“暴力电子游戏接触程度 → 注意偏差 → 攻击性”的中介路径显著;在个体间水平中,中介路经显著,且敌意归因偏差在中介模型的第二阶段具有调节效应。本研究结果表明,敌意归因偏差在一定情况下可以调节负性注意偏差和攻击性之间的相关程度,进而可以部分解释当个体较高程度地接触了暴力电子游戏却并未产生相应程度的攻击性的情况。

外文摘要:

A major feature of video games is the ability to simulate activities that cannot be performed in real life, and the violence is one of the very popular elements in video games. A considerable number of gamers show a preference for violent video games. The proportion of college students participating in video games is very high, and they spend a long time in video games. Numerous studies have shown that playing violent video games increases aggressive behavior, aggressive cognition and aggressive emotion, but the mechanisms under the relationship between violent video games and aggression remain poorly understood, and previous studies’ ecological validity in particular has been questioned. The previous studies have supported the mediating role of attentional bias between violent video games and aggression. According to the social information processing theory, the clue interpretation process in social information processing, especially the hostile attribution process of others' behavioral intentions, has a unique predictive effect on individual aggression, and the hostile attribution bias is trait type, so the level of one's individual hostile attribution bias would not easy to change significantly over time. Based on previous studies, our study will separately measure attentional bias and hostile attribution bias, and their role in the relationship between violent video games and aggression. Our study hypothesizes that attentional bias can mediate the relationship between violent video game exposure and aggression, and that the level of one's hostile attribution bias can moderate the degree of correlation between attentional bias and aggression. In Study 1, a cross-sectional questionnaire study was conducted. A total of 654 subjects were recruited, with an average age of 19.26 years. The results showed that attentional bias had a significant mediating effect between exposure to violent video games and aggression, but the interaction effect of attentional bias and hostile attribution bias had not yet reached a significant level of predicting aggression. Study 2 further conducted an ambulatory assessment study on the basis of study 1, recruiting 141 subjects with an average age of 20.3 years. In the experiment, the questionnaires were sent to the subjects for 7 consecutive days, 4 times a day at a fixed time. The results found that at the within-person level, the mediating path of "violent video game exposure attention bias aggression" was significant; at the between-person level, the mediating pathway was significant, and the hostile attribution bias had a moderating effect in the second stage of the mediation model. The results of this study showed that hostile attribution bias can moderate the degree of correlation between attentional bias and aggression under certain circumstances, which can explain part of the fact that when individuals are exposed to a high degree of violent video games without a corresponding degree of aggression.

参考文献总数:

 120    

馆藏号:

 硕045400/22181    

开放日期:

 2023-06-09    

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