ISSN 0439-755X
CN 11-1911/B
主办:中国心理学会
   中国科学院心理研究所
出版:科学出版社

心理学报 ›› 2009, Vol. 41 ›› Issue (03): 259-266.

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暴力电子游戏的短期脱敏效应:两种接触方式比较

郭晓丽;江光荣;朱旭   

  1. 华中师范大学心理学院,人的发展与心理健康湖北省重点实验室,武汉 430079
  • 收稿日期:2008-05-16 修回日期:1900-01-01 发布日期:2009-03-30 出版日期:2009-03-30
  • 通讯作者: 江光荣

Short-Term Desensitizing Effects of Violent Video Games: Comparison Between Two Exposure Ways

GUO Xiao-Li1;JIANG Guang-Rong;ZHU Xu   

  1. Student Work Department, Huazhong University of Science and Technology, Wuhan 430074, China
  • Received:2008-05-16 Revised:1900-01-01 Online:2009-03-30 Published:2009-03-30
  • Contact: JIANG Guang-Rong

摘要: 比较主、被动接触暴力电子游戏的脱敏效应,以44名男性大学生为被试,利用生物反馈仪测量被试主动参与游戏或被动观看游戏录像前后,及随后观看暴力视频过程中皮电与心率的变化(脱敏效应的生理指标)。结果表明:(1)暴力电子游戏可以产生脱敏效应。接触游戏15分钟后,暴力游戏组观看暴力视频过程中皮电的增加值明显小于非暴力游戏组;(2)游戏的接触方式对于脱敏效应的程度无显著影响,但主动参与组对于游戏内容知觉到更高的愉快与更低的沮丧

关键词: 暴力电子游戏, 脱敏效应, 接触方式

Abstract: This study examined the desensitizing effect of active or passive exposures to violent video games on male college students’ physiological arousal when viewing a violent film. The study employed a 2 (active or passive exposure) x 2 (violent or nonviolent video game) factorial design.
Half of the forty-four participants were randomly assigned to either playing a violent video game or watching the records of someone else playing the violent game for 15 minutes, and the other half assigned to playing or watching a nonviolent video game. Then all the participants were presented with a 10-minute long violent film segment while their heart rate (HR) and galvanic skin response (GSR) were being recorded. The result showed that participants who previously played or viewed a violent video game had lower GSR while viewing the violent film than those who previously played or watched a nonviolent video game. This result demonstrated a physiological desensitization effect of exposure to violent video games on physiological arousal toward violence. However, the way of exposure, active or passive, to violent video games failed to show any influence on the degree of desensitization, although actively-playing group reported more enjoyment and less frustration than did passively-viewing group. Results were interpreted and discussed using the General Aggression model.

Key words: violent video games, desensitization, exposure ways

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