电子游戏中的暴力行为与消费者特质性愤怒及各种变量的愤怒表达方式之间的关系

Mahire Aslan, Hilal Karayazı, Hatice Saddiki
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引用次数: 2

摘要

可以说,以暴力为主题设计的游戏是出现攻击性态度和行为的风险因素。在这种情况下,了解媒体内容对消费者的心理影响程度就变得很重要了。目的是揭示不同年龄群体的暴力电子游戏消费水平和愤怒-愤怒类型特征水平。该研究的样本包括286名学生。其中女性147人(51.4%),男性139人(48.6%)。男孩(33.3%,n=39)和高中生(33.7%,n=28)更频繁地玩暴力电子游戏。研究发现,玩游戏的参与者(高中水平的参与者)的特质性愤怒水平更高。研究发现,玩游戏的参与者(大学水平的参与者)的外向愤怒水平较高。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
The relationship between violence at video games and the consumer’s trait anger and anger expression styles of various variable
It can be said that games designed with the theme of violence are the risk factor for the appearance of aggressive attitudes and behaviours. In this case, it has become important to understand the extent of the psychological effects of media contents on consumers.The level of consumption of violent video games in which age range and the level of trait anger-anger style is aimed to reveal.The sample of the study consisted of 286 students. Of the participants, 147 (51.4%) were female and 139 (48.6%) were male. Boys (33.3%;n=39) and high school students (33.7%;n=28) play violent video games more frequently. The level of trait anger was found to be higher in the participants (high school level participants) who played games. The level of outward anger (university level participants) of the game-playing participants were found to be high.
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