Jung Younbo, Park Namkee, Lee Kwan Min
1 Wee Kim Wee School of Communication and Information, Nanyang Technological University , Singapore .
2 Department of Communication, Yonsei University , Seoul, South Korea .
Cyberpsychol Behav Soc Netw. 2015 Dec;18(12):711-7. doi: 10.1089/cyber.2014.0648. Epub 2015 Nov 20.
This study investigated the effects of trait-level hostility, interface types, and character identification on aggressive thoughts and overall game experience after playing a violent video game. Results showed that the mapping interface made participants with high trait-level hostility more readily accessible to aggressive contracts, yet it did not have any significant impact for participants with low trait-level hostility. Participants with low trait-level hostility reported more positive game experience in the mapping interface condition, while participants with high trait-level hostility in the same condition reported more negative game experience. Results also indicated that character identification has moderating effects on activating aggressive thoughts and mediating effects on overall game experience. Implications regarding possible ways of reducing potentially negative outcomes from violent games are discussed.
本研究调查了特质性敌意水平、界面类型和角色认同对玩暴力电子游戏后攻击性思维和总体游戏体验的影响。结果表明,映射界面使特质性敌意水平高的参与者更容易产生攻击性思维,但对特质性敌意水平低的参与者没有任何显著影响。特质性敌意水平低的参与者在映射界面条件下报告的游戏体验更积极,而处于相同条件下特质性敌意水平高的参与者报告的游戏体验更消极。结果还表明,角色认同对激活攻击性思维有调节作用,对总体游戏体验有中介作用。文中讨论了关于减少暴力游戏潜在负面结果的可能方法的相关启示。