Please wait a minute...
心理学报  2017, Vol. 49 Issue (11): 1460-1472    DOI: 10.3724/SP.J.1041.2017.01460
  本期目录 | 过刊浏览 | 高级检索 |
 虚拟化身对攻击性的启动效应:游戏暴力性、玩家性别的影响
 衡书鹏; 周宗奎; 牛更枫; 刘庆奇
 (青少年网络心理与行为教育部重点实验室; 华中师范大学心理学院暨湖北省人的发展与心理健康重点实验室, 武汉 430079)
 Priming effects of virtual avatars on aggression: Influence of violence and player gender
 HENG Shupeng; ZHOU Zongkui; NIU Gengfeng; LIU Qingqi
 (Key Laboratory of Adolescent Cyberpsychology and Behavior, Ministry of Education; School of Psychology, Central China Normal University, and Hubei Human Development and Mental Health Key Laboratory, Wuhan 430079, China)
全文: PDF(654 KB)   评审附件 (1 KB) 
输出: BibTeX | EndNote (RIS)       背景资料
文章导读  
摘要  虚拟化身是个体在虚拟环境中的自我呈现, 化身形象是与特定刻板印象相联系的虚拟化身的外在表象。虚拟化身与攻击性的关系已得到证实, 但还有一些问题尚需探讨。本研究通过2个实验, 采用线索启动的方法, 考察了化身形象、游戏暴力性和玩家性别对化身认同和攻击性的影响, 以及化身认同和攻击性之间的关系。实验1结果表明:化身形象与游戏暴力性交互影响化身认同和攻击性。在暴力游戏中, 化身形象对化身认同和攻击性有显著影响; 在非暴力游戏中, 化身形象对化身认同的影响边缘显著, 但对攻击性无显著影响。对不同化身形象的认同会诱发不同的攻击性, 但受游戏暴力性的影响。实验2结果表明:在暴力游戏中, 化身形象与玩家性别交互影响化身认同和攻击性。女性在化身认同方面比男性更易受化身形象影响; 男性在攻击性方面比女性更易受化身形象影响。对不同化身形象的认同会导致不同的攻击性, 但受性别的影响。
服务
把本文推荐给朋友
加入引用管理器
E-mail Alert
RSS
作者相关文章
衡书鹏
周宗奎
牛更枫
刘庆奇
关键词 启动效应 化身形象 游戏暴力性 玩家性别 化身认同 攻击性    
Abstract: A virtual avatar is a video game player’s self-presentation in virtual space. The physical appearance of an avatar can prime stereotypes and behavioral scripts stored in memory. The relation between avatar appearance and aggression has been substantially confirmed, but there are open questions about the conditions in which this association is strongest, and what the relation between avatar identification and aggression is. This study used a cue-priming paradigm in two experiments to test the effect of avatar appearance on avatar identification and aggression in violent and nonviolent video games; to test gender as a moderator of these effects; and to test the correlation between avatar identification and aggression. The first experiment investigated the effect of avatar appearance on the level of avatar identification and aggression in violent and nonviolent video games. This experiment employed a 2 (Avatar Appearance: justice/evil) × 2 (Game Violence: violent/non-violent) between-subjects design. 75 male participants were randomly assigned to play a violent or non-violent video game using an avatar representing justice or evil. Based on the first experiment, the second experiment explored the interaction effect of avatar appearance and gender on the level of avatar identification and aggression in a violent video game. This experiment also employed a 2 (Avatar Appearance: justice/evil) × 2 (Gender: male/female) between- subjects design. 42 male and 36 female participants were randomly assigned to play a violent video game using an avatar representing justice or evil. After game play, the amount of hot sauce given by participants to an ostensible partner who hated spicy food was used to measure aggression, and an avatar identification scale was used to measure identification with the avatar. The results showed that: (1) The relations between avatar appearance, avatar identification and aggression were influenced by the violence of game. In the violent video game, the identification with the justice avatar was significantly higher than with the evil avatar, and the evil avatar elicited significantly higher aggression than the justice avatar. In the non-violent game, there was a marginally significant difference between the identification with the justice or evil avatar, but there was no significant difference between the level of aggression elicited by the justice or evil avatar. (2) In the violent video game, the avatar effects were moderated by player gender. Specifically, the avatar identification of female participants was significantly affected by avatar appearance, whereas that of the male participant was not. Avatar appearance had a stronger impact on the aggression of males than females. (3) There was a significant correlation between avatar identification and aggression, which was moderated by game violence and gender. In conclusion, the results of this study supported the priming effect theory and were partially consistent with the existing research. Several factors influenced the effect of avatar appearance on aggression, including a video game factor (violent or non-violent game) as well as an individual factor (male or female), and the complex relationship between avatar identification and aggression. One social implication of the study is that game designers should embed more positive associations, situations, and stereotypes in games to provide users more positive potential priming effects.
Key words effect    avatar appearance    game violence    player gender    avatar identification    aggression
收稿日期: 2016-10-25      出版日期: 2017-09-25
ZTFLH:     
  B849:C91  
基金资助: 国家社科基金重大攻关项目(11 & ZD151), 华中师范大学中央高校基本科研业务费重大培育项目(CCNU14Z02004),北京师范大学中国基础教育质量监测协同创新中心自主课题(2016-04-003-BZK01)。
通讯作者: 周宗奎, E-mail: zhouzk@mail.ccnu.edu.cnz     E-mail: E-mail: zhouzk@mail.ccnu.edu.cnz
引用本文:   
衡书鹏, 周宗奎, 牛更枫, 刘庆奇.  虚拟化身对攻击性的启动效应:游戏暴力性、玩家性别的影响[J]. 心理学报, 2017, 49(11): 1460-1472.
HENG Shupeng, ZHOU Zongkui, NIU Gengfeng, LIU Qingqi.  Priming effects of virtual avatars on aggression: Influence of violence and player gender. Acta Psychologica Sinica, 2017, 49(11): 1460-1472.
链接本文:  
http://journal.psych.ac.cn/xlxb/CN/10.3724/SP.J.1041.2017.01460      或      http://journal.psych.ac.cn/xlxb/CN/Y2017/V49/I11/1460
[1] 吴彦文, 游旭群.  颜色字词的识别真的无需注意力资源的参与?——来自Stroop范式的证据[J]. 心理学报, 2017, 49(10): 1267-1276.
[2] 张林;刘燊;徐强;吴晓燕;杨梦圆. 日常环境中的暴力暴露对攻击行为的长期影响:一个有调节的中介模型[J]. 心理学报, 2017, 49(1): 50-59.
[3] 邱方晖;罗跃嘉;贾世伟. 个体攻击性对愤怒表情类别知觉的影响[J]. 心理学报, 2016, 48(8): 946-956.
[4] 王悦;张积家. 不熟练中–日双语者同形词和非同形词的隐蔽翻译启动效应[J]. 心理学报, 2014, 46(6): 765-776.
[5] 刘兆敏;郭春彦. 工作记忆和长时记忆共享信息表征的ERP证据[J]. 心理学报, 2013, 45(3): 276-284.
[6] 刘文理,乐国安. 非言语声音影响汉语听者言语声音的知觉[J]. 心理学报, 2012, 44(5): 585-594.
[7] 叶嘉文,王瑞明,李利,范梦. 语言产生过程中非目标语言的激活与抑制[J]. 心理学报, 2011, 43(11): 1263-1272.
[8] 印丛,王娟,张积家. 汉语言语产生中语音、字形启动的位置效应[J]. 心理学报, 2011, 43(09): 1002-1012.
[9] 王瑞明,邓汉深,李俊杰,李利,范梦. 中-英双语者语言理解中非加工语言的自动激活[J]. 心理学报, 2011, 43(07): 771-783.
[10] 张晓燕,高定国,傅华. 辩证思维降低攻击性倾向[J]. 心理学报, 2011, 43(01): 42-51 .
[11] 张学民,李茂,宋艳,李永娜,魏柳青. 暴力游戏中射杀动作和血腥成分对玩家和观看者攻击倾向的影响[J]. 心理学报, 2009, 41(12): 1228-1236.
[12] 杨炯炯,翁旭初,管林初,匡培梓,张懋植,孙伟建,于生元. 内侧颞叶系统在知觉启动中的作用及其机制[J]. 心理学报, 2003, 35(06): 761-766.
[13] 张之光,禤宇明,傅小兰. 不同ISI下异同判断的同反应启动效应[J]. 心理学报, 2003, 35(03): 317-322.
[14] 柯学,白学军,隋南. 数字概念的视知觉无意识语义启动效应[J]. 心理学报, 2002, 34(04): 27-31.
[15] 金志成,张禹,盖笑松. 在抑制分心物干扰效应上学困生和学优生的比较[J]. 心理学报, 2002, 34(03): 9-14.
Viewed
Full text


Abstract

Cited

  Shared   
  Discussed   
版权所有 © 《心理学报》编辑部
本系统由北京玛格泰克科技发展有限公司设计开发  技术支持:support@magtech.com.cn