Summary: | 碩士 === 國立臺北大學 === 犯罪學研究所 === 103 === Studies have showed that the violent movies and TV programs might increase the aggressive behaviors. The influences of these highly interactive video games on players’ behaviors are even greater. The present research tried to exam whether the violent video games produce a hostile expectation bias—the tendency to expect others to react to potential conflicts with aggression. The purpose of this study was to figure out the possible strategies to prevent the aggressive behaviors caused by violent video games. Participants were junior high school students (N=188), and divided into three groups. No information was provided to the participants in Group A. Group B students received the partial reminder information (violent video would make the players more aggressive).Group C participants received the full reminder information (Group B information and the third-person effect information).
Participants were ask to play a violent video game (Mortal Kombat). After that, they read ambiguous scenarios may cause the interpersonal conflicts, and were asked to list their feelings, thoughts, and possible reactions.
The results showed that:
1) There is no significant difference between three groups on the measures of the third-person effects, and the third person effect did not have significant effect on aggressive reactions.
2) There is no statistically difference between these groups on the aggressive cognitive scores.
3) People who received the full reminder information had less non-aggressive responses than the other two groups.
The research suggests that: only providing information could not affect the junior high school students’ subsequent behaviors positively. In order to make the “reminder signals” works, it is necessary to provides adolescents more resources, such as increasing motivation of expected behaviors or skills to resist negative effects, to make "reminder signals" works.
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