Zhang Xuanyu, Teng Huina, Zhu Lixin, Qiu Boyu
School of Mental Health, Guangzhou Medical University, Guangzhou, China.
School of Health Management, Guangzhou Medical University, Guangzhou, China.
Front Psychol. 2025 Apr 1;16:1505360. doi: 10.3389/fpsyg.2025.1505360. eCollection 2025.
Competitive card games, a widespread hobby, often contain aggressive or violent elements. According to the general aggression model, such card games may increase players' aggressive cognition, emotions, and behaviors. Therefore, this study recruited 168 participants aiming to examine the specific impacts of short-term aggressive card game exposure on post-game aggression.
Post-game cognition, emotions, and behaviors were assessed by spatial cueing task, positive and negative affect schedule, and maze selection task, respectively. Furthermore, the Penn emotion recognition test was employed to explore the emotional cognitive bias after short-term exhibiting aggressive behaviors in the card game.
Results revealed that short-term exposure to the aggressive card game did not significantly increase aggressive cognition or behaviors. Conversely, in-game aggressive behaviors reduced negative emotions, increased positive emotions, and trended to perceive neutral emotions as happiness.
These findings suggest that aggressive elements in card games could enhance emotional well-being without escalating postgame aggression. Future studies are needed to examine the long-term effects of aggressive card games, providing deeper insights into their development and application.
竞技纸牌游戏作为一种广泛流行的爱好,通常包含攻击性或暴力元素。根据一般攻击模型,此类纸牌游戏可能会增加玩家的攻击认知、情绪及行为。因此,本研究招募了168名参与者,旨在考察短期接触攻击性纸牌游戏对游戏后攻击行为的具体影响。
分别通过空间线索任务、正负性情绪量表以及迷宫选择任务对游戏后的认知、情绪和行为进行评估。此外,采用宾夕法尼亚情绪识别测试来探究在纸牌游戏中短期表现出攻击行为后的情绪认知偏差。
结果显示,短期接触攻击性纸牌游戏并未显著增加攻击认知或行为。相反,游戏中的攻击行为减少了负面情绪,增加了正面情绪,并且倾向于将中性情绪视为愉悦。
这些发现表明,纸牌游戏中的攻击元素能够提升情绪幸福感,而不会加剧游戏后的攻击行为。未来需要开展研究以考察攻击性纸牌游戏的长期影响,从而更深入地了解其发展与应用。