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The moderating role of media interactivity on the relationship between video game violence and aggression and the mediating mechanisms of character identification and self-concept.

机译:媒体互动对视频游戏暴力与侵略之间的关系以及角色识别和自我概念的中介机制起调节作用。

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摘要

This study proposed and tested a media interactivity model drawing upon recent theoretical arguments about character identification within the General Aggression Model (GAM). The model examined the moderating effect of media interactivity on the relationship between video game violence and short-term aggression. In addition, character identification and automatic self-concept were hypothesized as the mediating mechanisms of the effect of media interactivity on short-term aggression. As a part of this work, a scale designed to measure character identification was developed and tested. Drawing from the social cognitive theory, the Monadic Identification Scale consists of 15 items which loaded into four factors (Enactive Experiences, Goal Identification, Real Life Identification, and Outcome Identification) predicted by the theory.;A total of 169 male undergraduate students participated in the experiment, which had a 2 (media interactivity: play vs. watch) x 2 (violence: violent vs. non-violent) factorial design. The results showed that media interactivity and violence significantly affected participants' short-term aggressive affect. Media interactivity also had a main effect on systolic and diastolic blood pressure. A conditional moderating effect---in that participants who played the violent video game displayed greater aggressive affect and blood pressure than participants who watched the recorded violent game play---was also found. Moreover, Enactive Experiences Identification fully mediated the effect of media interactivity on aggressive affect, after controlling for the Outcome Identification as a suppressor. Participants who played the video games exhibited a higher level of identification than recorded game play watchers, which led to higher aggressive affect.;An interaction effect between media interactivity and violence was found for automatic self-concept. Media interactivity enhanced both positive and negative effects, in which active video game players in violent and non-violent conditions associated themselves both with more aggressive and more peaceful concepts than those who watched the recorded game play. However, self-concept did not significantly mediate the interaction effect of media interactivity and violence on short-term aggression.;The current study extended existing literature and further demonstrated that media interactivity exhibited significant influence on media effects after controlling violence content. Future research should continue testing the proposed media interactivity model as well as the antecedents and consequences of the mediating mechanisms.
机译:这项研究提出并测试了媒体互动模型,该模型借鉴了有关一般攻击模型(GAM)中角色识别的最新理论论证。该模型研究了媒体互动对视频游戏暴力与短期侵略之间关系的调节作用。此外,假设角色识别和自动自我概念是媒体互动对短期侵略影响的中介机制。作为这项工作的一部分,开发并测试了用于测量字符识别的秤。从社会认知理论的角度出发,莫纳迪斯识别量表由15个项目组成,分为理论预测的四个因素(积极经历,目标识别,现实生活识别和结果识别).;共有169名男大学生参加该实验具有2(媒体互动性:游戏与观看)x 2(暴力:暴力与非暴力)析因设计。结果表明,媒体互动和暴力行为显着影响了参与者的短期攻击性影响。媒体互动对收缩压和舒张压也有主要影响。还发现了一种有条件的调节作用,即与观看录制的暴力游戏的参与者相比,玩暴力视频游戏的参与者表现出更大的攻击性和血压。此外,在将结果识别控制为抑制因素后,“活动体验识别”完全介导了媒体互动对攻击性情感的影响。玩视频游戏的参与者比录制的游戏观看者展现出更高的识别度,从而导致更高的攻击性。;自动互动的自我互动发现了媒体互动与暴力之间的互动效应。媒体互动增强了正面和负面影响,与处于观看状态的视频游戏参与者相比,处于暴力和非暴力状态的活跃视频游戏玩家将自己与更积极,更和平的观念联系在一起。然而,自我概念并没有显着地调节媒体互动与暴力对短期侵略的相互作用。当前研究扩展了现有文献,并进一步证明了媒体互动在控制暴力内容后对媒体效应具有显着影响。未来的研究应继续测试建议的媒体交互模型以及中介机制的前因和后果。

著录项

  • 作者

    Lin, Jih-Hsuan.;

  • 作者单位

    Michigan State University.;

  • 授予单位 Michigan State University.;
  • 学科 Psychology Behavioral.;Speech Communication.;Multimedia Communications.
  • 学位 Ph.D.
  • 年度 2011
  • 页码 114 p.
  • 总页数 114
  • 原文格式 PDF
  • 正文语种 eng
  • 中图分类
  • 关键词

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