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纸质出版:2016
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刘衍玲,陈海英,滕召军,杨营凯.网络暴力游戏对不同现实暴力接触大学生内隐攻击性的影响[J].陆军军医大学学报(原第三军医大学学报),2016,38(20):2248-2252.
Liu Yanling,Chen Haiying,Teng Zhaojun,Yang Yingkai.Effects of online violent games on implicit aggressiveness of college students exposed to different real-life violence[J].J Amry Med Univ (J Third Mil Med Univ),2016,38(20):2248-2252.
刘衍玲,陈海英,滕召军,杨营凯.网络暴力游戏对不同现实暴力接触大学生内隐攻击性的影响[J].陆军军医大学学报(原第三军医大学学报),2016,38(20):2248-2252. DOI:
Liu Yanling,Chen Haiying,Teng Zhaojun,Yang Yingkai.Effects of online violent games on implicit aggressiveness of college students exposed to different real-life violence[J].J Amry Med Univ (J Third Mil Med Univ),2016,38(20):2248-2252. DOI:
目的 了解网络暴力游戏对不同现实暴力接触大学生内隐攻击性的影响。方法 利用《现实暴力接触问卷》调查373名大学生的现实暴力接触现状,并从中筛选出62名大学生作为试验被试,采用内隐联想测验,从社会认知的角度考察暴力游戏对其内隐攻击性的影响。结果 ①性别主效应不显著,男女大学生在内隐攻击性上差异无统计学意义(P0.05);②游戏类型主效应显著,网络暴力游戏对大学生内隐攻击性的影响显著(P0.05);③现实暴力的主效应显著,高现实暴力接触大学生的内隐攻击性显著高于低现实暴力接触大学生(P0.05);④游戏类型和高低现实暴力接触对内隐攻击性的两因素交互作用显著,网络暴力游戏对低现实暴力接触大学生的内隐攻击性影响显著(P0.05)。结论 网络暴力游戏对低现实暴力接触大学生的内隐攻击性增强作用显著。
Objective To investigate the effects of online violent games on implicit aggressiveness of college students exposed to different real-life violence. Methods A total of 373 undergraduates were recruited and tested with reallife violence exposure questionnaire to reveal the current situation of violence exposure. Among them
66 undergraduates were chosen for implicit association test to further investigate the impact of violent games on their implicit aggressiveness. Results ①Differences in implicit aggressiveness was not significant in different genders(P0.05). ②The violent type of games significantly affected implicit aggressiveness(P0.05). ③The priming effect of violence exposure on implicit aggressiveness was obvious
showing a significantly higher score of implicit aggressiveness in students with highviolence and lowviolence exposure(P0.05). ④The 2 impact factors
types of games and levels (high or low) of violence exposure
on implicit aggressiveness were significantly interacted. The college students exposed to lowviolence in real life were easier to be affected by online violent games
and their implicit aggressiveness significantly increased(P0.05). Conclusion Our study demonstrates that online violent games significantly increase implicit aggressiveness of college student with low-violence exposure in real-life.
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