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Violent and non-violent virtual reality video games: Influences on affect, aggressive cognition, and aggressive behavior. Two pre-registered experiments
Journal of Experimental Social Psychology ( IF 3.2 ) Pub Date : 2021-03-14 , DOI: 10.1016/j.jesp.2021.104119
Aaron Drummond , James D. Sauer , Christopher J. Ferguson , Peter R. Cannon , Lauren C. Hall

Immersive Ambulatory Virtual Reality (IA-VR) video games are relatively new and highly immersive. Given speculation that immersion may increase psychological effects of playing games, we examined whether violent IA-VR (cf. flat-screen) games increase aggression. Here, we report the first experimental studies to assess the effects of violent and non-violent IA-VR (cf. flat-screen) games on affect, aggressive cognition, and behavior. In Study 1, 200 participants played violent or non-violent IA-VR or flat-screen games in a pre-registered protocol. IA-VR was associated with slightly higher positive affect, but no higher aggression than comparable flat-screen games. Although violent games (IA-VR and flat-screen) increased aggressive cognition, this did not translate to hostile affect or aggressive behavior. In Study 2, 96 participants played a violent IA-VR or flat-screen video game. Again, no effects of IA-VR were observed on aggressive cognition, behavior, or hostile affect. In both studies, the relationship between aggressive cognitions, behavior and hostile affect was virtually nil. Though further replications are required with a greater variety of stimulus games, our studies provide early evidence against the notion that IA-VR increase aggression compared to flat-screen games. The lack of relationship between aggressive cognition and behavior suggests potential weaknesses in fundamental assumptions of the General Aggression Model.



中文翻译:

暴力和非暴力虚拟现实视频游戏:对情感,攻击性认知和攻击性行为的影响。两个预先注册的实验

沉浸式动态虚拟现实(IA-VR)视频游戏是相对较新的且具有高度沉浸感的游戏。考虑到沉浸可能会增加玩游戏的心理影响,我们研究了暴力IA-VR(比照纯平)游戏是否会增加攻击性。在这里,我们报告了第一项实验研究,以评估暴力和非暴力IA-VR(参见纯平)游戏对情感,攻击性认知和行为的影响。在研究1中,有200名参与者按照预先注册的协议玩了暴力或非暴力IA-VR或平面游戏。IA-VR与正面效果略有关联,但与同等的平板游戏相比,没有更高的积极性。尽管暴力游戏(IA-VR和平面屏幕)增强了攻击性认知,但这并没有转化为敌对的影响或攻击性行为。在研究2中,96位参与者玩了激烈的IA-VR或纯平视频游戏。同样,没有观察到IA-VR对积极认知,行为或敌对情绪的影响。在两项研究中,攻击性认知,行为和敌对情绪之间的关系几乎为零。尽管对于更多种类的刺激游戏需要进一步的复制,但是我们的研究提供了反对IA-VR与平板游戏相比增加攻击性这一观点的早期证据。侵略性认知与行为之间缺乏联系,这暗示了总体侵略模型的基本假设中的潜在弱点。行为和敌对情绪几乎为零。尽管对于更多种类的刺激游戏需要进一步的复制,但是我们的研究提供了反对IA-VR与平板游戏相比增加攻击性这一观点的早期证据。侵略性认知与行为之间缺乏联系,这暗示了总体侵略模型的基本假设中的潜在弱点。行为和敌对情绪几乎为零。尽管对于更多种类的刺激游戏需要进一步的复制,但是我们的研究提供了反对IA-VR与平板游戏相比增加攻击性这一观点的早期证据。侵略性认知与行为之间缺乏联系,这暗示了总体侵略模型的基本假设中的潜在弱点。

更新日期:2021-03-15
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