Barrington Genicelle, Ferguson Christopher J
Department of Psychology, Stetson University, Campus Box 6048, Deland, FL 32723 USA.
Trends Psychol. 2022;30(3):497-512. doi: 10.1007/s43076-022-00141-2. Epub 2022 Jan 21.
This study investigated whether stress or violent content in video games plays a greater role in aggressiveness towards a cooperative partner while playing a video game. It was hypothesized that participants, when exposed to stress, would demonstrate greater aggressiveness toward an incompetent partner than a competent partner. Furthermore, it was hypothesized that participants, when exposed to a violent video game, would demonstrate greater aggression toward an incompetent partner than those exposed to a non-violent video game. Stress was provoked in half of the participants using the Paced Auditory Serial Addition Test (PASAT), while others took a simple math quiz. Participants were then assigned to a video game condition, violent or non-violent with a competent or incompetent confederate and completed a reaction time task to measure aggression. Results indicated that provoked stress and violent content are not linked to aggression in this context.
本研究调查了在玩电子游戏时,游戏中的压力或暴力内容对合作伙伴的攻击性影响是否更大。研究假设,当参与者暴露于压力之下时,相对于能力强的伙伴,他们对能力弱的伙伴会表现出更大的攻击性。此外,研究还假设,当参与者接触暴力电子游戏时,相对于接触非暴力电子游戏的参与者,他们对能力弱的伙伴会表现出更大的攻击性。一半的参与者通过节奏性听觉连续加法测试(PASAT)来诱发压力,而其他参与者则进行简单的数学测验。然后,参与者被分配到电子游戏情境中,即与能力强或能力弱的同谋一起玩暴力或非暴力电子游戏,并完成一项反应时间任务以测量攻击性。结果表明,在这种情况下,诱发的压力和暴力内容与攻击性并无关联。