摘要
以攻击性词和中性词为刺激材料,采用情绪Stroop范式,考察不同电子游戏使用者对攻击性相关刺激的注意加工特性。结果发现,暴力电子游戏组对攻击性词的反应时显著长于非暴力电子游戏组,但两组被试对中性词的反应时没有显著差异;暴力电子游戏组对攻击性词的反应时要显著长于中性词,而非暴力电子游戏组对两类词的反应时差异不显著;在暴力电子游戏组中,高低攻击特质被试对攻击性词的反应时都显著长于中性词,而在非暴力电子游戏组中,高攻击特质被试和低攻击特质被试对两类词的反应时差异不显著。结果表明,暴力电子游戏组被试对攻击性词存在明显的注意偏向。
The study adopted the aggressive and neutral vocabulary aS stimulus material, and through the emotion Stroop paradigm, to examine the attention bias towards aggression-related cues forviolent and nonviolent Video-game users. The results indicated that the RT of violent-game group response to aggressive words were significantly longer than the nonviolent-game group, but the two groups were no significant differences in the neutral vocabulary. Violent-game group response to aggressive words were significantly longer than neutral ones, and nonviolent-game group's response to two classes of words, no significant difference. In violent-game group, the subjects with high and low aggressive characteristics are always try to react to offensive word significantly longer than neutral ones, however, in nonviolent-game group, there were no significant difference when the subjects response to the two classes of words. The results showed that there was obvious attention bias for the participants of violent video-game group to aggressive words.
出处
《湖南师范大学教育科学学报》
CSSCI
北大核心
2014年第5期115-118,共4页
Journal of Educational Science of Hunan Normal University
基金
全国教育科学"十一五"规划教育部青年专项课题"人格特质
网络暴力游戏对青少年攻击性认知偏向的影响研究"[EBA090436]
关键词
暴力电子游戏
攻击特质
注意偏向
violent video-game
trait aggressiveness
attention bias