检索规则说明:AND代表“并且”;OR代表“或者”;NOT代表“不包含”;(注意必须大写,运算符两边需空一格)
检 索 范 例 :范例一: (K=图书馆学 OR K=情报学) AND A=范并思 范例二:J=计算机应用与软件 AND (U=C++ OR U=Basic) NOT M=Visual
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.
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在载入数据...
正在链接到云南高校图书馆文献保障联盟下载...
云南高校图书馆联盟文献共享服务平台 版权所有©
您的IP:216.73.216.117