游戏过程中认知资源消耗与游戏后攻击行为的关系:被试间实验

IF 3.8 2区 医学 Q1 HEALTH CARE SCIENCES & SERVICES JMIR Serious Games Pub Date : 2023-11-14 DOI:10.2196/48317
Huina Teng, Lixin Zhu, Xuanyu Zhang, Boyu Qiu
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引用次数: 0

摘要

背景:电子游戏如何塑造攻击性行为一直是许多研究人员关注的焦点。之前的研究集中在暴力视频游戏内容如何导致游戏后的攻击行为。然而,电子游戏不仅向玩家传达暴力或亲社会内容,还需要个体的认知努力。由于人类的认知资源是有限的,在游戏中消耗的认知资源越多,抑制攻击性冲动的认知资源就越少。因此,玩电子游戏的认知资源的消耗也可能导致游戏后攻击行为的改变。目的:探讨电子游戏中认知资源消耗与游戏后攻击行为的关系。方法:共60例受试者(平均年龄20.22岁;年龄在18-24岁之间),随机分为高负荷组和低负荷组。两组参与者都玩了一个以大学生活为主题的电子游戏。在低负荷组中,参与者按照游戏说明完成游戏。在高负荷组中,参与者被要求在玩游戏的同时完成额外的数字记忆任务。两组参与者都玩了大约25分钟的视频游戏。然后进行迷宫选择任务来衡量参与者的帮助和伤害行为。结果:独立样本双尾t检验显示,高负荷组的伤害评分(平均3.13,SD 2.47)显著高于低负荷组(平均1.90,SD 2.12;t58 = -2.07, P = .04点;Cohen d=-0.535),而帮助行为无显著影响(t58=1.52, P= 0.13;科恩d = 0.393)。结论:随着电子游戏中认知资源的消耗,游戏后会出现更多的伤害行为。这一发现提出了电子游戏影响攻击性行为的另一种途径,补充了之前的理论,并引起了人们对认知训练游戏流行程度的担忧。
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The Relationship Between Cognitive Resource Consumption During Gameplay and Postgame Aggressive Behaviors: Between-Subjects Experiment.

Background: The question of how video games can shape aggressive behaviors has been a focus for many researchers. Previous research has focused on how violent video game content leads to postgame aggressive behaviors. However, video games not only convey violence or prosocial content to players but also require cognitive effort from individuals. Since human cognitive resources are limited, consuming more cognitive resources in a game leads to less cognitive resources to suppress aggressive impulses. Therefore, the depletion of cognitive resources from playing video games may also lead to changes in postgame aggressive behaviors.

Objective: This study aimed to examine the relationship between cognitive resources consumed in video games and postgame aggressive behaviors.

Methods: A total of 60 participants (age: mean 20.22; range 18-24 y) were randomly assigned to either the high-load group or the low-load group. Participants from both groups played a video game centered around college life. In the low-load group, participants followed the gameplay instructions to complete it. In the high-load group, participants were given an extra digital memory task to complete while playing the game. Participants in both groups played the video game for about 25 minutes. A maze selection task was then conducted to measure the participants' helping and hurting behaviors.

Results: The independent samples 2-tailed t tests showed that the high-load group had significantly higher hurting scores (mean 3.13, SD 2.47) than the low-load group (mean 1.90, SD 2.12; t58=-2.07, P=.04; Cohen d=-0.535), whereas helping behaviors were not significantly affected (t58=1.52, P=.13; Cohen d=0.393).

Conclusions: As more cognitive resources are consumed in a video game, more hurting behaviors are exhibited after the game. This finding proposes an alternative route by which video games impact aggressive behaviors, adding to previous theories and raising concerns about the popularity of cognitive training games.

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来源期刊
JMIR Serious Games
JMIR Serious Games Medicine-Rehabilitation
CiteScore
7.30
自引率
10.00%
发文量
91
审稿时长
12 weeks
期刊介绍: JMIR Serious Games (JSG, ISSN 2291-9279) is a sister journal of the Journal of Medical Internet Research (JMIR), one of the most cited journals in health informatics (Impact Factor 2016: 5.175). JSG has a projected impact factor (2016) of 3.32. JSG is a multidisciplinary journal devoted to computer/web/mobile applications that incorporate elements of gaming to solve serious problems such as health education/promotion, teaching and education, or social change.The journal also considers commentary and research in the fields of video games violence and video games addiction.
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