Teng Huina, Zhu Lixin, Zhang Xuanyu, Qiu Boyu
School of Health Management, Guangzhou Medical University, Guangzhou, China.
School of Mental Health, Guangzhou Medical University, Guangzhou, China.
JMIR Serious Games. 2023 Nov 14;11:e48317. doi: 10.2196/48317.
The question of how video games can shape aggressive behaviors has been a focus for many researchers. Previous research has focused on how violent video game content leads to postgame aggressive behaviors. However, video games not only convey violence or prosocial content to players but also require cognitive effort from individuals. Since human cognitive resources are limited, consuming more cognitive resources in a game leads to less cognitive resources to suppress aggressive impulses. Therefore, the depletion of cognitive resources from playing video games may also lead to changes in postgame aggressive behaviors.
This study aimed to examine the relationship between cognitive resources consumed in video games and postgame aggressive behaviors.
A total of 60 participants (age: mean 20.22; range 18-24 y) were randomly assigned to either the high-load group or the low-load group. Participants from both groups played a video game centered around college life. In the low-load group, participants followed the gameplay instructions to complete it. In the high-load group, participants were given an extra digital memory task to complete while playing the game. Participants in both groups played the video game for about 25 minutes. A maze selection task was then conducted to measure the participants' helping and hurting behaviors.
The independent samples 2-tailed t tests showed that the high-load group had significantly higher hurting scores (mean 3.13, SD 2.47) than the low-load group (mean 1.90, SD 2.12; t58=-2.07, P=.04; Cohen d=-0.535), whereas helping behaviors were not significantly affected (t58=1.52, P=.13; Cohen d=0.393).
As more cognitive resources are consumed in a video game, more hurting behaviors are exhibited after the game. This finding proposes an alternative route by which video games impact aggressive behaviors, adding to previous theories and raising concerns about the popularity of cognitive training games.
电子游戏如何塑造攻击性行为一直是许多研究人员关注的焦点。以往的研究主要集中在暴力电子游戏内容如何导致游戏后的攻击性行为。然而,电子游戏不仅向玩家传达暴力或亲社会内容,还需要玩家付出认知努力。由于人类的认知资源是有限的,在游戏中消耗更多的认知资源会导致用于抑制攻击冲动的认知资源减少。因此,玩电子游戏导致的认知资源消耗也可能导致游戏后攻击性行为的变化。
本研究旨在探讨电子游戏中消耗的认知资源与游戏后攻击性行为之间的关系。
总共60名参与者(年龄:平均20.22岁;范围18 - 24岁)被随机分配到高负荷组或低负荷组。两组参与者都玩一款以大学生活为中心的电子游戏。在低负荷组中,参与者按照游戏玩法说明完成游戏。在高负荷组中,参与者在玩游戏时还需要完成一项额外的数字记忆任务。两组参与者都玩了大约25分钟的电子游戏。然后进行迷宫选择任务以测量参与者的帮助和伤害行为。
独立样本双尾t检验显示,高负荷组的伤害得分(平均3.13,标准差2.47)显著高于低负荷组(平均1.90,标准差2.12;t58 = -2.07,P = 0.04;科恩d = -0.535),而帮助行为没有受到显著影响(t58 = 1.52,P = 0.13;科恩d = 0.393)。
随着电子游戏中消耗的认知资源增加,游戏后会表现出更多的伤害行为。这一发现提出了电子游戏影响攻击性行为的另一条途径,补充了以往的理论,并引发了对认知训练游戏普及的担忧。