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数字游戏是被视为有趣还是危险?支持和抑制不同与游戏相关的概念。

Are digital games perceived as fun or danger? Supporting and suppressing different game-related concepts.

机构信息

Department of Psychology, University of Cologne, Richard-Strauss-Strasse 2, Cologne, Germany.

出版信息

Cyberpsychol Behav Soc Netw. 2012 Nov;15(11):604-9. doi: 10.1089/cyber.2012.0171. Epub 2012 Sep 24.

DOI:10.1089/cyber.2012.0171
PMID:23002985
Abstract

Violent digital game play has repeatedly been discussed to be strongly related to aggression and emotional instability. Thus, digital game players have to defend against these prejudices through emphasizing positive game-related concepts such as achievement, social interaction, and immersion. We experimentally investigated which positive- and negative-concept players and nonplayers activate when being primed with digital games. Participants were either exposed to violent or nonviolent game content and were required to work on a lexical decision task. Results showed that response latencies for the concept aggression and emotional instability were faster than for neutral concepts (not associated with digital games), but slower than for the positive concepts sociality and competition. Both players and nonplayers felt the need to defend against prejudices and emphasized positive concepts. Neither their own gaming experience nor the game content influenced the results. Being a part of the net generation is sufficient to suppress negative game-related concepts and to support positive game-related concepts to protect digital games as common leisure activity among peers.

摘要

暴力数字游戏玩法曾被多次讨论与攻击性行为和情绪不稳定密切相关。因此,数字游戏玩家必须通过强调积极的游戏相关概念,如成就、社交互动和沉浸感,来抵御这些偏见。我们通过实验研究了在被数字游戏启动时,哪些积极和消极概念的玩家和非玩家会被激活。参与者要么接触暴力游戏内容,要么接触非暴力游戏内容,并被要求完成词汇决策任务。结果表明,对概念“攻击性行为”和“情绪不稳定”的反应时比对中性概念(与数字游戏无关)的反应时更快,但比对积极概念“社交性”和“竞争”的反应时更慢。玩家和非玩家都感到有必要抵御偏见,并强调积极的概念。他们自己的游戏经验或游戏内容都没有影响结果。作为网络一代的一部分,足以抑制负面的游戏相关概念,并支持积极的游戏相关概念,以保护数字游戏成为同龄人之间常见的休闲活动。

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