Gabbiadini Alessandro, Riva Paolo
Department of Psychology, University of Milano-Bicocca, Milan, Italy.
Aggress Behav. 2018 Mar;44(2):113-124. doi: 10.1002/ab.21735. Epub 2017 Oct 20.
Violent video game playing has been linked to a wide range of negative outcomes, especially in adolescents. In the present research, we focused on a potential determinant of adolescents' willingness to play violent video games: social exclusion. We also tested whether exclusion can predict increased aggressiveness following violent video game playing. In two experiments, we predicted that exclusion could increase adolescents' preferences for violent video games and interact with violent game playing fostering adolescents' aggressive inclinations. In Study 1, 121 adolescents (aged 10-18 years) were randomly assigned to a manipulation of social exclusion. Then, they evaluated the violent content of nine different video games (violent, nonviolent, or prosocial) and reported their willingness to play each presented video game. The results showed that excluded participants expressed a greater willingness to play violent games than nonviolent or prosocial games. No such effect was found for included participants. In Study 2, both inclusionary status and video game contents were manipulated. After a manipulation of inclusionary status, 113 adolescents (aged 11-16 years) were randomly assigned to play either a violent or a nonviolent video game. Then, they were given an opportunity to express their aggressive inclinations toward the excluders. Results showed that excluded participants who played a violent game displayed the highest level of aggressive inclinations than participants who were assigned to the other experimental conditions. Overall, these findings suggest that exclusion increases preferences for violent games and that the combination of exclusion and violent game playing fuels aggressive inclinations.
玩暴力电子游戏与一系列负面结果有关,尤其是在青少年中。在本研究中,我们关注青少年玩暴力电子游戏意愿的一个潜在决定因素:社会排斥。我们还测试了排斥是否能预测玩暴力电子游戏后攻击性的增加。在两项实验中,我们预测排斥会增加青少年对暴力电子游戏的偏好,并与暴力游戏相互作用,助长青少年的攻击倾向。在研究1中,121名青少年(年龄在10至18岁之间)被随机分配到社会排斥的操控条件下。然后,他们评估了九种不同电子游戏(暴力、非暴力或亲社会)的暴力内容,并报告了他们玩每一款展示的电子游戏的意愿。结果显示,被排斥的参与者表示玩暴力游戏的意愿比玩非暴力或亲社会游戏的意愿更强。在被接纳的参与者中未发现这种效应。在研究2中,接纳状态和电子游戏内容都进行了操控。在操控接纳状态后,113名青少年(年龄在11至16岁之间)被随机分配去玩一款暴力或非暴力电子游戏。然后,他们有机会表达对排斥者的攻击倾向。结果显示,玩暴力游戏的被排斥参与者比被分配到其他实验条件下的参与者表现出最高水平的攻击倾向。总体而言,这些发现表明排斥会增加对暴力游戏的偏好,并且排斥与暴力游戏的结合会加剧攻击倾向。