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他只是想玩:暴力电脑游戏对攻击行为影响的决定性因素。

He just wants to play: how goals determine the influence of violent computer games on aggression.

机构信息

Work-,Organizational-, and Social-Psychology, Chemnitz University of Technology, Wilhelm-Raabe-Strasse 43, Chemnitz, Germany.

出版信息

Pers Soc Psychol Bull. 2011 Dec;37(12):1644-54. doi: 10.1177/0146167211421176. Epub 2011 Sep 1.

DOI:10.1177/0146167211421176
PMID:21885861
Abstract

Generally, the accessibility of goal-related constructs is inhibited upon goal fulfillment. In line with this notion, the current studies explored whether violent computer games may reduce relative accessibility of aggression if the game involves the fulfillment of an aggressive goal. Specifically, in Study 1, participants who watched a trailer for a violent computer game that fulfilled the goal of venting anger showed less relative accessibility of aggression compared to participants who watched the trailer without goal fulfillment. In Study 2, actually playing a violent computer game to vent anger also decreased the relative accessibility of aggression compared to a control condition in which the game was played without such a goal. Lastly, in Study 3, the relative accessibility of aggression was reduced after playing a violent computer game for participants who reported a high general tendency to vent their anger.

摘要

一般来说,目标相关结构的可及性会在目标实现后受到抑制。根据这一概念,当前的研究探讨了如果暴力电脑游戏涉及实现攻击性目标,是否会降低攻击性的相对可及性。具体来说,在研究 1 中,与观看没有实现目标的攻击性预告片的参与者相比,观看可以发泄愤怒的暴力电脑游戏预告片的参与者表现出的攻击性相对可及性较低。在研究 2 中,实际玩一款可以发泄愤怒的暴力电脑游戏也会降低攻击性的相对可及性,与一种在没有这种目标的情况下玩游戏的控制条件相比。最后,在研究 3 中,对于报告有强烈发泄愤怒倾向的参与者,在玩了暴力电脑游戏后,攻击性的相对可及性降低了。

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