five

Media Violence and Interactivity

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osf.io2022-09-15 更新2025-01-22 收录
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The effect of exposure to violent video game content on aggression is intensely debated. Meta-analyses have produced widely varying estimates as to the effect (or non-effect) of violent video games on subsequent aggressive thoughts and behaviors. Recent work suggests that interactivity and player skill may play key roles in moderating the effects of violent content in video games on aggression. This study investigates the effects of violence, interactivity, and player skill on aggressive behavior using a custom-developed first person shooter game allowing for high levels of experimental control. We conduct effect and equivalence tests with effect size assumptions drawn from prominent meta-analyses in the video game violence literature, finding that aggressive behavior following violent video game play is statistically equivalent to that observed following non-violent game play. We also observe an interaction between violent game content, player skill, and interactivity. When player skill matched the interactivity of the game, violent content led to an increase in aggressive behavior, whereas when player skill did not match the interactivity of the game, violent content decreased aggressive behavior. This interaction is probed using a multiverse analysis incorporating both classical significance testing and Bayesian analyses.

关于接触暴力电子游戏内容对攻击性行为的影响,一直是学界激烈争论的焦点。对相关文献的元分析产生了关于暴力电子游戏对后续攻击性思维和行为影响(或无影响)的广泛差异估计。近期的研究表明,交互性和玩家技能可能在调节电子游戏中的暴力内容对攻击性行为的影响中扮演关键角色。本研究通过一款定制的第一人称射击游戏,该游戏允许进行高程度的实验控制,探讨了暴力、交互性和玩家技能对攻击性行为的影响。我们通过对视频游戏暴力文献中突出元分析的效果量假设进行效应和等价性测试,发现暴力电子游戏玩耍后的攻击性行为在统计学上与非暴力游戏玩耍后的攻击性行为相当。我们还观察到暴力游戏内容、玩家技能和交互性之间的交互作用。当玩家技能与游戏交互性相匹配时,暴力内容导致攻击性行为增加,而当玩家技能与游戏交互性不匹配时,暴力内容则减少攻击性行为。这一交互作用通过结合经典显著性检验和贝叶斯分析的多元宇宙分析进行了探究。
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Center For Open Science
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