“这对我没有影响!”-在玩暴力电子游戏后,免疫信念是否会阻止随后的攻击?

Robert D. Ridge, Christopher E. Hawk, Logan D. McCombs, Kelsie J. Richards, Cheyenne A. Schultz, Rowan K. Ashton, Luke D. Hartvigsen, Derek Bartlett
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引用次数: 1

摘要

摘要我们确定了美国的参与者(N = 302),他们认为在玩暴力电子游戏后他们很容易变得更具攻击性(脆弱性信念),而那些相信玩暴力电子游戏不会让他们变得更有攻击性(免疫信念)。参与者分别玩暴力或非暴力视频游戏,然后在竞争性反应时间任务中与虚构的对手竞争。结果显示,那些相信免疫的人在玩暴力视频游戏后并没有表现得更有攻击性。出乎意料的是,那些有脆弱信念的人在玩暴力视频游戏后表现得不那么有攻击性。我们讨论了对未来研究和媒介素养教育的启示。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
"It Doesn't Affect Me!" - Do Immunity Beliefs Prevent Subsequent Aggression After Playing a Violent Video Game?
Abstract. We identified participants in the United States ( N = 302) who believed that they were vulnerable to becoming more aggressive after playing a violent video game (a vulnerability belief) and those who believed that playing violent video games would not make them more aggressive (an immunity belief). Participants played either a violent or a nonviolent video game and then competed with a fictional opponent in a competitive reaction time task. Results revealed that those with an immunity belief did not behave more aggressively after playing a violent video game. Unexpectedly, those with a vulnerability belief behaved less aggressively after playing a violent video game. We discuss implications for future research and media literacy education.
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