University Pierre Mendès-France, Grenoble, France.
Aggress Behav. 2013 Jan;39(1):64-70. doi: 10.1002/ab.21454. Epub 2012 Oct 24.
It is well known that violent video games increase aggression, and that stress increases aggression. Many violent video games can be stressful because enemies are trying to kill players. The present study investigates whether violent games increase aggression by inducing stress in players. Stress was measured using cardiac coherence, defined as the synchronization of the rhythm of breathing to the rhythm of the heart. We predicted that cardiac coherence would mediate the link between exposure to violent video games and subsequent aggression. Specifically, we predicted that playing a violent video game would decrease cardiac coherence, and that cardiac coherence, in turn, would correlate negatively with aggression. Participants (N = 77) played a violent or nonviolent video game for 20 min. Cardiac coherence was measured before and during game play. After game play, participants had the opportunity to blast a confederate with loud noise through headphones during a reaction time task. The intensity and duration of noise blasts given to the confederate was used to measure aggression. As expected, violent video game players had lower cardiac coherence levels and higher aggression levels than did nonviolent game players. Cardiac coherence, in turn, was negatively related to aggression. This research offers another possible reason why violent games can increase aggression-by inducing stress. Cardiac coherence can be a useful tool to measure stress induced by violent video games. Cardiac coherence has several desirable methodological features as well: it is noninvasive, stable against environmental disturbances, relatively inexpensive, not subject to demand characteristics, and easy to use.
众所周知,暴力视频游戏会增加攻击性,而压力会增加攻击性。许多暴力视频游戏可能会带来压力,因为敌人试图杀死玩家。本研究调查了暴力游戏是否通过在玩家中引起压力来增加攻击性。压力是通过心脏连贯性来衡量的,定义为呼吸节奏与心跳节奏的同步。我们预测,心脏连贯性将在暴露于暴力视频游戏与随后的攻击性之间起到中介作用。具体而言,我们预测玩暴力视频游戏会降低心脏连贯性,而心脏连贯性反过来又与攻击性呈负相关。参与者(N=77)玩了 20 分钟的暴力或非暴力视频游戏。在游戏开始前和进行期间测量了心脏连贯性。游戏结束后,参与者有机会在反应时间任务中通过耳机对一名同伙进行大声噪音爆破。给予同伙的噪音强度和持续时间用于衡量攻击性。正如预期的那样,玩暴力视频游戏的参与者的心脏连贯性水平较低,攻击性水平较高,而非暴力游戏玩家的参与者的心脏连贯性水平较高,攻击性水平较低。反过来,心脏连贯性与攻击性呈负相关。这项研究提供了暴力游戏可能增加攻击性的另一个可能原因——通过引起压力。心脏连贯性可以作为衡量暴力视频游戏引起的压力的有用工具。心脏连贯性具有几个理想的方法学特征:它是非侵入性的,不受环境干扰的影响,相对便宜,不受需求特征的影响,并且易于使用。