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游戏方式对游戏者合作行为和攻击行为的影响

发布时间:2019-06-14 11:37
【摘要】:以往有关视频游戏影响个体行为发展及其心理机制的研究多集中在游戏内容方面。随着互联网络的发展,,玩家可以通过多种互动模式参与游戏,其中最典型的是通过合作和竞争两种游戏方式。在一般学习模型(General Learning Model, GLM)的理论框架之下去探讨游戏情境与游戏者行为倾向关系是当前视频游戏领域的新兴热点问题。根据GLM理论的基本假设,游戏者参与游戏的方式作为一种环境变量,也应该能对个体的内部状态产生影响,进而影响其随后的行为。根据社会互赖理论,处在合作这种积极互赖下的个体更多表现合作行为;而处在竞争这种消极互赖的个体则会更多表现攻击行为。另外,以往相关研究也表明移情能力与亲社会行为存在正相关,而与攻击行为存在负相关。但是总体而言,现有研究数量很少,而且研究间也缺乏系统性和逻辑一致性。另外,以往研究都是采用暴力游戏和中性游戏的配对方式,这样的方式存在两种不足:一是难以匹配游戏本身的竞争性,二是可能存在内容和游戏方式的交互作用。 本研究以一款中性视频游戏为实验材料,通过两项实验探讨视频游戏方式对游戏者合作行为和攻击行为倾向的影响,并且探讨了内在可能的影响机制——移情。研究获得以下主要结论: (1)相对于中性条件,合作的游戏方式能够显著提高被试随后的对游戏同伴和陌生人的合作行为,也能够显著降低其对游戏同伴和陌生人的攻击行为; (2)相对于中性条件,竞争的游戏方式会显著降低被试对游戏同伴的合作行为,能够显著提高被试随后对陌生人的攻击行为; (3)相对于游戏同伴,被试总是对陌生人采取更高的攻击行为。 (4)相对于中性条件,竞争的游戏方式能够显著降低被试的状态移情,而合作的游戏方式能显著地提高被试的状态移情。 (5)移情在两种游戏方式(合作、竞争)和攻击行为之间起到完全中介作用。
[Abstract]:In the past, most of the research on the influence of video games on the development of individual behavior and its psychological mechanism focused on the content of the game. With the development of the Internet, players can participate in the game through a variety of interactive modes, the most typical of which is through cooperation and competition. Under the theoretical framework of the general learning model (General Learning Model, GLM), it is a new hot issue in the field of video games to explore the relationship between game situation and players' behavior tendency. According to the basic hypothesis of GLM theory, the way players participate in the game, as an environmental variable, should also have an impact on the internal state of the individual, and then affect their subsequent behavior. According to the theory of social interdependence, individuals under the positive interdependence of cooperation show more cooperative behavior, while those who are in the negative interdependence of competition show more aggressive behavior. In addition, previous studies have also shown that empathy ability is positively correlated with prosocial behavior, but negatively correlated with aggressive behavior. But overall, the number of existing studies is very small, and there is a lack of systematic and logical consistency among the studies. In addition, previous studies have adopted the matching of violent games and neutral games, which have two shortcomings: one is that it is difficult to match the competitiveness of the game itself, and the other is that there may be the interaction between content and game mode. In this study, a neutral video game was used as the experimental material to explore the influence of video game mode on the cooperative behavior and aggressive behavior tendency of players, and the internal possible influence mechanism, empathy, was discussed. The main conclusions of the study are as follows: (1) compared with neutral conditions, cooperative play can significantly improve the cooperative behavior of the subjects to the game companions and strangers, and can also significantly reduce their aggressive behavior against the game companions and strangers; (2) compared with neutral conditions, the competitive game mode can significantly reduce the cooperative behavior of the subjects to the game companions, and can significantly improve the subsequent aggression behavior of the subjects against strangers; (3) compared with the game companions, the subjects always take higher aggressive behavior against strangers. (4) compared with neutral conditions, the competitive game mode can significantly reduce the state empathy of the subjects, while the cooperative game mode can significantly improve the state empathy of the subjects. (5) empathy plays a complete intermediary role between the two games (cooperation, competition) and aggression.
【学位授予单位】:宁波大学
【学位级别】:硕士
【学位授予年份】:2014
【分类号】:B848.4

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