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Gamers against science: The case of the violent video games debate

机译:反对科学的玩家:暴力电子游戏辩论案

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摘要

This article explores the notion that scientific research programs and empirical findings are fundamentally devalued when they threaten a perceiver’s social identity. Findings from three studies show the following: (1) identification with the group of “gamers” (i.e., people who play video games on a regular basis) influences the extent to which perceivers devalue research suggesting that playing violent video games has negative consequences; (2) this effect is mediated by the feeling that the group of gamers is being stigmatized by such research (Studies 1 and 2) as well as by anger about this research (Study 2); (3) the effect of in-group identification on negative research evaluations cannot be explained by attitude or behavioral preference inconsistency(Studies 1 and 3); and (4) strongly identified gamers not only devalue a specific scientific study but also generalize their negative evaluations to the entire field of violent video games research (Study 3). The findings suggest that the influence of social identity processes on the evaluation of research is larger than it has previously been recognized. Implications of these findings for science communication are discussed.
机译:本文探讨了这样一种观念,即科学研究计划和经验发现威胁到感知者的社会认同时,它们就会从根本上贬值。来自三项研究的结果表明:(1)与“游戏者”群体(即定期玩电子游戏的人)的认同会影响感知者贬低研究的程度,这表明玩暴力电子游戏会产生负面影响; (2)这种影响是通过这种研究(研究1和2)以及对这项研究的愤怒(研究2)感到污名化的。 (3)团体认同对负面研究评价的影响不能用态度或行为偏好的不一致来解释(研究1和3); (4)强烈确定的游戏玩家不仅贬低一项特定的科学研究,而且将他们的负面评价推广到整个暴力视频游戏研究领域(研究3)。研究结果表明,社会认同过程对研究评估的影响要比以前认识到的要大。讨论了这些发现对科学传播的意义。

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