Summary: | 碩士 === 國立雲林科技大學 === 資訊管理系 === 103 === Video game has gradually replace TV as a entertainment channel. But in social values, Video game is considered a improper things. After committing crimes in many criminal investigations are to be found often playing violent video games. Therefore, many people think that violence and violent video games have relevance. Subjects were given experimental situation task by think aloud will be subject to all of the ideas during testing by performing the task. Collect the oral expression without thinking, and then encode the oral expression included in the 20 features violence, and classify in 5 axis. For more usually play or not play video games and with or without knowledge of the game is violent relevance. Ordered subjects were divided into three groups, and take oral expressionlet of the 18 subjects when they solve two tasks in "Grand Theft Auto: Vice City". After researchers and coders coding, three groups of subjects were respectively 231, 137, 266 coding. After testing, There are usually no playing video games and usually playing video games but understanding of game content, there are significant differences in cognitive propensity for violence; There are usually no playing video games and usually playing video games but game content not understand, no significant differences in cognitive propensity for violence; game content understand or not, there are significant differences in cognitive violent game content.
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