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Video games, frustration, violence, and virtual reality: Two studies
British Journal of Social Psychology ( IF 3.2 ) Pub Date : 2021-06-11 , DOI: 10.1111/bjso.12471
Christopher J Ferguson 1 , Anastasiia Gryshyna 1 , Jung Soo Kim 1 , Emma Knowles 1 , Zainab Nadeem 1 , Izabela Cardozo 1 , Carolin Esser 1 , Victoria Trebbi 1 , Emily Willis 1
Affiliation  

The degree to which the content of video games influences aggression continues to be debated in the scholarly literature. The current article includes two studies, one of which replicates one study from Przybylski et al. (2014, J. Pers. Soc. Psychol., 106, 441) and the other which extends related concepts into virtual reality. In the first study, two versions of Tetris were examined, differing in levels of difficulty. In the second study, participants played virtual reality games which differed in regard to difficulty and violent content. Difficulty increased hostility in the second study but not the first. Violent content influenced neither hostility nor aggressive behaviour. Results partially supported the frustration theory of aggression, but not theories of violent content effects. Implications for the field are discussed.

中文翻译:

电子游戏、挫折、暴力和虚拟现实:两项研究

电子游戏内容对攻击性的影响程度在学术文献中继续存在争议。目前的文章包括两项研究,其中一项复制了 Przybylski等人的一项研究。(2014 年,J. Pers. Soc. Psychol ., 106, 441) 和另一个将相关概念扩展到虚拟现实。在第一项研究中,我们检查了两个版本的俄罗斯方块,难度不同。在第二项研究中,参与者玩了难度和暴力内容不同的虚拟现实游戏。在第二项研究中难度增加了敌意,但在第一项中没有。暴力内容既不会影响敌意,也不会影响攻击性行为。结果部分支持了攻击性的挫折理论,但不支持暴力内容效应的理论。讨论了对该领域的影响。
更新日期:2021-06-11
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