身体强壮的竞争对手或合作者对暴力电子游戏吸引力的影响

IF 1.7 3区 心理学 Q3 PSYCHOLOGY, EXPERIMENTAL Motivation and Emotion Pub Date : 2024-09-04 DOI:10.1007/s11031-024-10095-w
Thomas F. Denson, Hanan Youssef, Khandis R. Blake, Barnaby J. W. Dixson, Eddie Harmon-Jones, Michael M. Kasumovic
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摘要

通常情况下,男性比女性更喜欢暴力电子游戏。然而,人们对男性更偏爱暴力游戏的动因知之甚少。暴力电子游戏的综合动机模型(IMT-VVG)认为,暴力电子游戏对男性的吸引力应该是最强的,因为相对于女性而言,男性面临着更大的进化压力,需要在明确的等级制度中进行身体竞争。在两个实验中,实验者被引导相信他们正在与表面上的同性伙伴竞争(实验 1; N = 122)或合作(实验 2; N = 121),以完成一个体力项目。该伙伴的体能表现为高或低。然后,参与者选择一款暴力或非暴力电子游戏进行长达 15 分钟的游戏。在实验 1 中,与女性相比,当男性预期即将在体力比赛中面对更强大的对手时,他们对暴力电子游戏表现出更强烈的偏好。在实验 2 中,在体力合作任务中,男性也选择了暴力游戏而不是非暴力游戏,但这与合作对象的强大程度无关。总之,这些数据表明,当面对需要体力的竞争任务时,男性可能会被暴力电子游戏所吸引,但不一定是合作任务。为了支持这一假设,玩过暴力游戏的参与者在游戏后报告了更强的主观韧性。这些结果为暴力电子游戏的新综合动机理论提供了证据。
本文章由计算机程序翻译,如有差异,请以英文原文为准。

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The effect of a physically formidable competitor or cooperator on attraction to violent video games

Typically, men prefer violent video games more than women do. However, little is known about the motivational factors driving this greater preference for violent games in men. The integrative motivational model of violent video games (IMT-VVG) suggests that the pull of violent video games should be strongest in men because men have faced stronger evolutionary pressures to physically compete within an explicit hierarchy relative to women. In two experiments, individuals were led to believe they were competing (Experiment 1; N = 122) or cooperating (Experiment 2; N = 121) with an ostensible same-gender partner to complete a physical strength program. The partner was presented as either high or low in physical formidability. Participants then selected a violent or non-violent video game to play for up to 15 min. In Experiment 1, men showed a stronger preference for violent video games than women when they anticipated facing a stronger opponent in an impending physical strength competition. In Experiment 2, for the physical cooperation task, men also chose the violent game over the non-violent game, but did so independent of the formidability of their cooperation partner. In sum, these data suggest that men may be attracted to violent video games when faced with a competitive task that requires physical strength, but not necessarily a cooperative task. In support of this hypothesis, participants who played the violent games reported greater subjective toughness after game play. These results provide evidence for a new integrative motivational theory of violent video game play.

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来源期刊
CiteScore
5.40
自引率
4.20%
发文量
69
期刊介绍: Motivation and Emotion publishes articles on human motivational and emotional phenomena that make theoretical advances by linking empirical findings to underlying processes. Submissions should focus on key problems in motivation and emotion, and, if using non-human participants, should contribute to theories concerning human behavior.  Articles should be explanatory rather than merely descriptive, providing the data necessary to understand the origins of motivation and emotion, to explicate why, how, and under what conditions motivational and emotional states change, and to document that these processes are important to human functioning.A range of methodological approaches are welcome, with methodological rigor as the key criterion.  Manuscripts that rely exclusively on self-report data are appropriate, but published articles tend to be those that rely on objective measures (e.g., behavioral observations, psychophysiological responses, reaction times, brain activity, and performance or achievement indicators) either singly or combination with self-report data.The journal generally does not publish scale development and validation articles.  However, it is open to articles that focus on the post-validation contribution that a new measure can make.  Scale development and validation work therefore may be submitted if it is used as a necessary prerequisite to follow-up studies that demonstrate the importance of the new scale in making a theoretical advance.
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