亲社会视频游戏对玩家助人行为的影响--基于一般学习模型的研究  被引量:6

Effects of Pro-social Video Games on Helping Behaviors:A Study Based on General Learning Model

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作  者:陈朝阳[1] 王晨雪[1] 翟昶明[1] 张锋[1] 

机构地区:[1]宁波大学

出  处:《新闻与传播研究》2012年第6期103-108,112-113,共6页Journalism & Communication

基  金:教育部人文社会科学一般项目(10YJAXLX003)的研究成果之一

摘  要:一般学习模型(GLM)认为,视频游戏对人类行为的影响本质上是一个学习的过程,因此视频游戏对人类行为影响的性质取决于游戏内容的性质。本研究通过两项实验,在控制了游戏经验和宜人性变量后,分别在低风险和高风险情境中,考察了亲社会视频游戏对玩家助人行为的影响。实验要求被试玩亲社会游戏(《旅鼠总动员》)或中性游戏(《弹力球》)10分钟,然后完成一个给贫困山区失学儿童(低风险情境)捐款意愿的选择任务(实验1),或一个抢劫情境(高风险情境)中帮助受害者可能性的选择任务(实验2)。实验结果表明,相对于中性游戏,亲社会视频游戏既可提高玩家在低风险情境的助人行为,也可提高其在高风险情境的助人行为,且该效应与性别因素无关。According to General Learning Model,the effect of video games on human behaviors can be regarded as a learning process.Hence whether video games exert positive or negative effect on behaviors depends on the content of the games(e.g.anti-social or pro-social). It is hypothesized that exposure to pro-social games may promote players' pro-social tendencies. The present studies show that two experiments were conducted to explore the effects of pro-social video games on players' helping behaviors with the risk level(low versus high) as experimental conditions,controlling for variables such as gaming experience and agreeableness.The participants were required to play a pro-social game('Lemmings' ) or a neutral game('bouncy' ) for 10 minutes,followed by an assignment of whether donating for poor dropouts(a low risk condition,Experiment 1),or whether helping the victim in a robbery condition(a high risk condition,Experiment 2).The results indicated that compared to the neutral game,playing pro-social video game could enhance players' helping behaviors in both low and high risk conditions,and the effects were not associated with gender.

关 键 词:视频游戏 助人行为 学习模型 社会 玩家 人类行为 高风险 游戏内容 

分 类 号:G206[文化科学—传播学]

 

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