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研究称暴力游戏主要的负面影响在于引发玩家逆向性格

发布时间:2010-06-10 04:21:42 Tags:,,

由美国心理学会所做的一项研究表明,尽管暴力游戏表面上影响的是校园枪击案件或者其他的暴力行为,但实际上它影响了青少年玩家的逆向性格是最为致命的。这就是玩家的人品特质。

gameViolence

gameViolence

现在全美有4570万家庭至少拥有一台游戏机,事实上大部分的小孩玩家并不会在玩暴力游戏后出现杀人或者其他的过激行为,而是出现一些个人品格方面的偏向或者说某些品格被强化了,相应地某些品格缺失了。

Patrick M. Markey和Charlotte N. Markey玩家在游戏当中并不能很明确地区分游戏状态和现实生活,因此暴力游戏将使他们的这种品格没有得到有效的节制。

该研究称校园枪击事件的涉案者一般都被描述为精神极度愤慨的疯子,相当好斗。

研究者称,逆向性格影响是整个暴力游戏当中影响最深入的一部分。

暴力游戏

暴力游戏

Despite the frequent association of violent video games with school shootings and other violent acts, it is likely that such games predominantly affect those with preexisting personality dispositions, according to a new study released by the American Psychological Association.

“The direct link from [violent video games] to school violence that has been highlighted in the media may obscure a large portion of the equation: personality traits,” reads one study, published as part of a video game-focused special issue of the Review of General Psychology.

“Given that 45.7 million American homes have at least one video game console, it is clear that most children who play these games do not go on to behave in violent or murderous ways,” the report points out. “In fact, although many youths who have engaged in violent school rampages were video game players, most also possessed maladaptive personality traits and characteristics.”

Researchers Patrick M. Markey and Charlotte N. Markey conclude that many past studies ascribing links between games and real-world violence have failed to properly weigh those existing personality traits, which can significantly exacerbate or moderate the influence of violent media, including games.

“School violence attributed to violent media has involved shooters who were described by themselves and others as extremely angry, mean, depressed, psychotic, unruly, anxious, aggressive, and hateful before the shootings occurred,” the study reads. “These descriptions suggest that certain types of individuals may be more adversely affected by VVGs than other individuals.”

The researchers applied the “five-factor model” of personality traits, encompassing neuroticism, extraversion, openness to experience, agreeableness, and conscientiousness, to a raft of studies examining violence and video games. They claim that, despite that model’s widespread use and acceptance, video game violence researchers had not yet taken it into account.

“Current research suggests that personality moderates individual proclivity to respond adversely to violent video games,” the researches said. “It appears that violent video games only adversely affect some individuals, and those who are affected have a preexisting disposition (i.e., high neuroticism, low agreeableness, and low conscientiousness) which make them susceptible to such violent media.”


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