暴力游戏角色认同与攻击性的关系:道德困境的中介作用
The Relationship between Identification of Violent Video Games Roles and Aggression: The Mediating Effect of Moral Distress
DOI: 10.12677/AP.2017.73043, PDF, HTML, XML, 下载: 2,386  浏览: 8,891 
作者: 石 烁, 高雪梅 :西南大学心理学部,重庆
关键词: 暴力电子游戏角色认同道德困境攻击性Violent Video Games Identification Moral Distress Aggression
摘要: 本研究旨在探究个体对暴力电子游戏角色的角色认同水平对个体攻击性产生影响的潜在机制。我们招募了79名大学生被试,游戏前使用游戏使用习惯问卷测量被试游戏经验,玩20分钟游戏后,使用角色认同问卷、道德困境问卷和辣椒酱方式分别对角色认同、道德困境和攻击性水平进行测量。结果发现:1) 角色认同与道德困境存在显著负相关,道德困境与攻击性存在显著负相关;2) 道德困境在角色认同与攻击性的关系中起到完全中介作用。因此,对暴力电子游戏角色的角色认同水平能够通过道德困境水平对攻击性水平产生影响,即道德困境在角色认同与攻击性之间起到中介作用。
Abstract: The study was to explore the potential mechanism of the influence of identification on aggression. Totally 79 undergraduates were recruited. Before playing violent video game, participants completed the video game questionnaire. After playing violent video game for 20 minutes, participants completed the identification questionnaire, the moral distress questionnaire and the hot sauces test, which were used to measure their identification, moral distress and aggression separately. Results are follows: 1) There was a significant negative correlation between identification and moral distress, and a significant negative correlation between moral distress and aggression. 2) Moral distress played a mediator role between identification and aggression. Thus, moral distress mediated the relationship between identification and aggression.
文章引用:石烁, 高雪梅 (2017). 暴力游戏角色认同与攻击性的关系:道德困境的中介作用. 心理学进展, 7(3), 341-347. https://doi.org/10.12677/AP.2017.73043

参考文献

[1] 陈瑞, 郑毓煌, 刘文静(2013). 中介效应分析: 原理、程序、bootstrap方法及其应用. 营销科学学报, 9(4), 120-135.
[2] 唐卫海, 杨孟萍(1996). 简评班杜拉的社会学习理论. 天津师范大学学报: 社会科学版, (5), 30-35.
[3] 周群(2015). 电子游戏竞争因素对玩家攻击性的影响. 硕士论文, 西南大学, 重庆.
[4] Anderson, C. A., & Dill, K. E. (2000). Video Games and Aggressive Thoughts, Feelings, and Behavior in the Laboratory and in Life. Journal of Personality & Social Psychology, 78, 772-790.
https://doi.org/10.1037/0022-3514.78.4.772
[5] Bandura, A. (1973). Social Learning Analysis of Aggression. Englewood Cliffs, NJ: Prentice Hall.
[6] Bandura, A. (2001). Social Cognitive Theory of Mass Communication. Media Psychology, 3, 265-299.
https://doi.org/10.1207/S1532785XMEP0303_03
[7] Christoph, K., Dorothée, H., & Peter, V. (2009). The Video Game Experience as “True” Identification: A Theory of Enjoyable Alterations of Players’ Self-Perception. Communication Theory, 19, 351-373.
https://doi.org/10.1111/j.1468-2885.2009.01347.x
[8] Fischer, P., Greitemeyer, T., Kastenmüller, A., Vogrincic, C., & Sauer, A. (2011). The Effects of Risk-Glorifying Media Exposure on Risk-Positive Cognitions, Emotions, and Behaviors: A Meta-Analytic Review. Psychological Bulletin, 137, 367-390.
https://doi.org/10.1037/a0022267
[9] Fischer, P., Kastenmüller, A., & Greitemeyer, T. (2010). Media Violence and the Self: The Impact of Personalized Gaming Characters in Aggressive Video Games on Aggressive Behavior. Journal of Experimental Social Psychology, 46, 192-195.
[10] Gentile, D. A., Li, D., Khoo, A., Prot, S., & Anderson, C. A. (2014). Mediators and Moderators of Long-Term Effects of Violent Video Games on Aggressive Behavior: Practice, Thinking, and Action. JAMA Pediatrics, 168, 450-457.
https://doi.org/10.1001/jamapediatrics.2014.63
[11] Gollwitzer, M., & Melzer, A. (2012). Macbeth and the Joystick: Evidence for Moral Cleansing after Playing a Violent Video Game. Journal of Experimental Social Psychology, 48, 1356-1360.
[12] Hayes, A. F. (2013). Introduction to Mediation, Moderation, and Conditional Process Analysis: A Regression-Based Approach. New York: Guilford Press.
[13] Hefner, D., Klimmt, C., & Vorderer, P. (2007). Identification with the Player Character as Determinant of Video Game Enjoyment. In Ma, L., Rauterberg, M., & Nakatsu, R. (Eds.), Entertainment Computing—ICEC 2007 (pp. 39-48). Berlin, Heidelberg: Springer.
https://doi.org/10.1007/978-3-540-74873-1_6
[14] Jung, Y., Park, N., & Lee, K. M. (2015). Effects of Trait Hostility, Mapping Interface, and Character Identification on Aggressive Thoughts and Overall Game Experience after Playing a Violent Video Game. Cyberpsychology, Behavior, and Social Networking, 18, 711-717.
https://doi.org/10.1089/cyber.2014.0648
[15] Konijn, E. A., NijeBijvank, M., & Bushman, B. J. (2007). I Wish I Were a Warrior: The Role of Wishful Identification in the Effects of Violent Video Games on Aggression in Adolescent Boys. Developmental Psychology, 43, 1038-1044.
https://doi.org/10.1037/0012-1649.43.4.1038
[16] Lin, J. H. (2013). Identification Matters: A Moderated Mediation Model of Media Interactivity, Character Identification, and Video Game Violence on Aggression. Journal of Communication, 63, 682-702.
https://doi.org/10.1111/jcom.12044
[17] Maccoby, E. E., & Wilson, W. C. (1957). Identification and Observational Learning from Films. Journal of Abnormal Psychology, 55, 76-87.
https://doi.org/10.1037/h0043015
[18] Preacher, K. J., & Hayes, A. F. (2004). SPSS and SAS Procedures for Estimating Indirect Effects in Simple Mediation Models. Behavior Research Methods, Instruments, & Computers, 36, 717-731.
https://doi.org/10.3758/BF03206553
[19] Rothmund, T., Gollwitzer, M., Baumert, A., & Schmitt, M. (2013). The Psychological Functions of Justice in Mass Media. In Tamborini, R. (Ed.), Media and the Moral Mind (pp. 170-187). UK: Taylor & Francis Group.
[20] Williams, K. D. (2011). The Effects of Homophily, Identification, and Violent Video Games on Players. Mass Communication and Society, 14, 3-24.
https://doi.org/10.1080/15205430903359701
[21] Willoughby, T., Adachi, P. J., & Good, M. (2012). A Longitudinal Study of the Association between Violent Video Game Play and Aggression among Adolescents. Developmental Psychology, 48, 1044-1057.
https://doi.org/10.1037/a0026046
[22] Ybarra, M. L., Huesmann, L. R., Korchmaros, J. D., & Reisner, S. L. (2014). Cross-Sectional Associations between Violent Video and Computer Game Playing and Weapon Carrying in a National Cohort of Children. Aggressive Behavior, 40, 345-358.
https://doi.org/10.1002/ab.21526
[23] Zhao, X., Lynch, J. G., & Chen, Q. (2010). Reconsidering Baron and Kenny: Myths and Truths about Mediation Analysis. Journal of Consumer Research, 37, 197-206.
https://doi.org/10.1086/651257