Arriaga Patrícia, Esteves Francisco, Carneiro Paula, Monteiro Maria Benedicta
Faculdade de Psicologia, Lisboa e Centro de Estudos de Psicologia Cognitiva e da Aprendizagem/ULHT, Universidade Lusófona de Humanidades e Tecnologias, Lisboa, Portugal.
Aggress Behav. 2008 Sep-Oct;34(5):521-38. doi: 10.1002/ab.20272.
This study was conducted to analyze the short-term effects of violent electronic games, played with or without a virtual reality (VR) device, on the instigation of aggressive behavior. Physiological arousal (heart rate (HR)), priming of aggressive thoughts, and state hostility were also measured to test their possible mediation on the relationship between playing the violent game (VG) and aggression. The participants--148 undergraduate students--were randomly assigned to four treatment conditions: two groups played a violent computer game (Unreal Tournament), and the other two a non-violent game (Motocross Madness), half with a VR device and the remaining participants on the computer screen. In order to assess the game effects the following instruments were used: a BIOPAC System MP100 to measure HR, an Emotional Stroop task to analyze the priming of aggressive and fear thoughts, a self-report State Hostility Scale to measure hostility, and a competitive reaction-time task to assess aggressive behavior. The main results indicated that the violent computer game had effects on state hostility and aggression. Although no significant mediation effect could be detected, regression analyses showed an indirect effect of state hostility between playing a VG and aggression.
本研究旨在分析有或没有虚拟现实(VR)设备参与的暴力电子游戏对攻击行为煽动的短期影响。同时还测量了生理唤醒(心率(HR))、攻击思维的启动以及状态敌意,以检验它们在玩暴力游戏(VG)与攻击行为之间关系中可能起到的中介作用。参与者为148名本科生,他们被随机分配到四种处理条件下:两组玩暴力电脑游戏(《虚幻竞技场》),另外两组玩非暴力游戏(《疯狂越野摩托》),其中一半使用VR设备,其余参与者在电脑屏幕上玩。为了评估游戏效果,使用了以下工具:用于测量心率的BIOPAC系统MP100、用于分析攻击和恐惧思维启动的情绪斯特鲁普任务、用于测量敌意的自我报告状态敌意量表,以及用于评估攻击行为的竞争性反应时任务。主要结果表明,暴力电脑游戏对状态敌意和攻击行为有影响。虽然未检测到显著的中介效应,但回归分析显示状态敌意在玩暴力游戏和攻击行为之间存在间接效应。