Psychological Institute, University of Heidelberg, Heidelberg, Germany.
Aggress Behav. 2010 Jan-Feb;36(1):1-13. doi: 10.1002/ab.20329.
We examined the causal relationship between playing violent video games and increases in aggressiveness by using implicit measures of aggressiveness, which have become important for accurately predicting impulsive behavioral tendencies. Ninety-six adults were randomly assigned to play one of three versions of a computer game that differed only with regard to game content (violent, peaceful, or abstract game), or to work on a reading task. In the games the environmental context, mouse gestures, and physiological arousal-as indicated by heart rate and skin conductance-were kept constant. In the violent game soldiers had to be shot, in the peaceful game sunflowers had to be watered, and the abstract game simply required clicking colored triangles. Five minutes of play did not alter trait aggressiveness, yet an Implicit Association Test detected a change in implicit aggressive self-concept. Playing a violent game produced a significant increase in implicit aggressive self-concept relative to playing a peaceful game. The well-controlled study closes a gap in the research on the causality of the link between violence exposure in computer games and aggressiveness with specific regard to implicit measures. We discuss the significance of importing recent social-cognitive theory into aggression research and stress the need for further development of aggression-related implicit measures.
我们使用内隐攻击性测量来检验玩暴力视频游戏与攻击性增加之间的因果关系,内隐攻击性测量在准确预测冲动行为倾向方面变得越来越重要。96 名成年人被随机分配玩三种不同版本的电脑游戏,这些游戏仅在游戏内容上有所不同(暴力、平和或抽象游戏),或者进行阅读任务。在游戏中,环境背景、鼠标手势和生理唤醒(如心率和皮肤电导率所示)保持不变。在暴力游戏中,士兵必须被击毙,在平和游戏中,向日葵必须浇水,而抽象游戏只需点击彩色三角形。5 分钟的游戏并没有改变特质攻击性,但内隐联想测验检测到内隐攻击性自我概念的变化。与玩平和游戏相比,玩暴力游戏会显著增加内隐攻击性自我概念。这项精心控制的研究填补了关于电脑游戏中暴力暴露与攻击性之间因果关系的研究空白,特别是在对内隐测量的研究方面。我们讨论了将最近的社会认知理论引入攻击性研究的意义,并强调需要进一步开发与攻击性相关的内隐测量。