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暴力电子游戏对攻击行为的影响及其争论 被引量:6

The Debate of Violent Video Game Impact on Aggression
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摘要 以Anderson为核心的研究者通过数十年研究发现,暴力电子游戏是攻击行为产生的前因变量,并且提出可以用一般攻击模型(General Aggression Model,GAM)来解释这一结论。然而,Ferguson等人的研究表明,暴力电子游戏不是攻击行为产生的前因变量,而是攻击行为产生的催化剂,并提出催化剂模型(Catalyst Model,CM)来解释该结论。由于社会心理研究中,实验研究难以严格控制,导致研究结果大径相庭,暴力电子游戏影响攻击行为的争论还在不断扩大。未来要加强对暴力电子游戏和攻击行为的测量,同时还需整合一般攻击模型和催化剂模型指导实证研究,最后从认知偏差以及社会认知神经科学视角寻求暴力电子游戏对攻击行为影响的新证据。 It had indicated that exposed to violent video game could increase aggression by Anderson and his colleagues' decade research. General Aggression Model,which had put by Anderson and Bushman( 2002),could be applied to explain the causality of violent video game associated with aggression. However,Ferguson had found that aggression weren't affected by violent video game,and Catalyst Model also accounted for this result. It was vary difference of the results due to slack experiment in social psychological research,and whether violent video game could affect aggression was hot debate. Therefore,we should do standardized and rigid measurements of violent video game and aggression,and then we ought to integrate the General Aggression Model and Catalyst Model,which conduct studying for violent video game linked to aggression,at last,we need to forward debates from others perspective evidence,such as cognitive bias or social cognitive neuroscience.
出处 《心理发展与教育》 CSSCI 北大核心 2015年第4期494-502,共9页 Psychological Development and Education
基金 中央高校基本科研业务费专项资金资助项目(SWU1409118)“网络游戏对大学生攻击性的影响及其认知神经机制的研究” 重庆市人文社会科学重点研究基地重点项目(14SKB033)“亲社会视频游戏对青少年攻击性的抑制效应”
关键词 暴力电子游戏 攻击行为 一般攻击模型 催化剂模型 争论 violent video game aggression General Aggression Model Catalyst Model debate
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参考文献53

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  • 5Anderson, C. A. , & Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12 (5), 353 - 359.
  • 6Anderson, C. A. , & Bushman, B. J. (2002). Human aggression. Annual Review of Psychology, 53( 1 ), 27 -51.
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二级参考文献103

  • 1赵允芳.解剖“媒体暴力现象”[J].传媒观察,2004(12):18-20. 被引量:29
  • 2陈美芬,陈舜蓬.攻击性网络游戏对个体内隐攻击性的影响[J].心理科学,2005,28(2):458-460. 被引量:42
  • 3李丹,周志宏,朱丹.电脑游戏与青少年问题行为、家庭各因素的关系研究[J].心理科学,2007,30(2):450-453. 被引量:15
  • 4Anderson, C. A., & Bushman, B. J. (1997). External validity of "trivial" experiments: The case of laboratory aggression. Review of General Psychology, 1, 19-41.
  • 5Anderson, C. A., & Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: a meta-analytic review of the scientific literature. Psychological Science, 12, 353-359.
  • 6Anderson, C. A., & Bushman, B. J. (2002). Human aggression. Annual Review of Psychology, 53, 27-51.
  • 7Anderson, C. A., & Carnagey, N. L. (2009). Causal effects of violent sports video games on aggression: Is it competitiveness or violent content? .lournal of Experimental Social Psychology, 45(4), 731-739.
  • 8Anderson, C. A., & Dill, K. E. (2000). Video games and aggressive thoughts, feelings and behavior in the laboratory and in life. Journal of Personality and Social Psychology, 78(4), 772-790.
  • 9Anderson, C. A., & Morrow, M. (1995). Competitive aggression without interaction: Effects of competitive versus cooperative instructions on aggressive behavior in video games. Personality and Social Psychology Bulletin, 21, 10201030.
  • 10Anderson, C. A., Gentile, D. A., & Buckley, K. E. (2007). Violent video game effects on children and adolescents: theory, research, and public policy. New York: Oxford University Press.

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