{"title":"与他人玩得好:对手和群体间焦虑在通过合作电子游戏减少偏见中的作用","authors":"Chris Stiff, P. Kedra","doi":"10.1037/PPM0000210","DOIUrl":null,"url":null,"abstract":"Recent work on the social effects of video gaming has moved away from the view they are detrimental, and has instead demonstrated how they may be a force for good. One example is how collaborative intergroup play can reduce prejudice between groups. However, this literature is at a nascent stage, and many of the intricacies of such a mechanism are unknown. Previous work has predominantly used attitude scales and ignored other measures. Factors such as the role of the opponent in games and what may be the mechanism behind any effects has likewise received little attention. In this laboratory study, participants played collaborative games with an outgroup member, or alone. Their opponent was also reported to be computer-controlled, or controlled by another person. Following play, intergroup anxiety was reported, and participants wrote a short passage of prose regarding the outgroup as well as rating on attitude scales. Analysis demonstrated that playing with outgroup members was indeed an effective method of increase the positivity towards outgroup members, reflected in both scale and prose measures. Anxiety was also found to be a significant mediator; however it was less clear whether a human opponent moderated any effects. Further ideas of how these findings could be developed are then discussed.","PeriodicalId":46995,"journal":{"name":"Psychology of Popular Media Culture","volume":"9 1","pages":""},"PeriodicalIF":0.0000,"publicationDate":"2018-08-21","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"9","resultStr":"{\"title\":\"Playing well with others: The role of opponent and intergroup anxiety in the reduction of prejudice through collaborative video game play.\",\"authors\":\"Chris Stiff, P. Kedra\",\"doi\":\"10.1037/PPM0000210\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"Recent work on the social effects of video gaming has moved away from the view they are detrimental, and has instead demonstrated how they may be a force for good. One example is how collaborative intergroup play can reduce prejudice between groups. However, this literature is at a nascent stage, and many of the intricacies of such a mechanism are unknown. Previous work has predominantly used attitude scales and ignored other measures. Factors such as the role of the opponent in games and what may be the mechanism behind any effects has likewise received little attention. In this laboratory study, participants played collaborative games with an outgroup member, or alone. Their opponent was also reported to be computer-controlled, or controlled by another person. Following play, intergroup anxiety was reported, and participants wrote a short passage of prose regarding the outgroup as well as rating on attitude scales. Analysis demonstrated that playing with outgroup members was indeed an effective method of increase the positivity towards outgroup members, reflected in both scale and prose measures. Anxiety was also found to be a significant mediator; however it was less clear whether a human opponent moderated any effects. Further ideas of how these findings could be developed are then discussed.\",\"PeriodicalId\":46995,\"journal\":{\"name\":\"Psychology of Popular Media Culture\",\"volume\":\"9 1\",\"pages\":\"\"},\"PeriodicalIF\":0.0000,\"publicationDate\":\"2018-08-21\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"9\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Psychology of Popular Media Culture\",\"FirstCategoryId\":\"1085\",\"ListUrlMain\":\"https://doi.org/10.1037/PPM0000210\",\"RegionNum\":0,\"RegionCategory\":null,\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"Social Sciences\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Psychology of Popular Media Culture","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1037/PPM0000210","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"Social Sciences","Score":null,"Total":0}
Playing well with others: The role of opponent and intergroup anxiety in the reduction of prejudice through collaborative video game play.
Recent work on the social effects of video gaming has moved away from the view they are detrimental, and has instead demonstrated how they may be a force for good. One example is how collaborative intergroup play can reduce prejudice between groups. However, this literature is at a nascent stage, and many of the intricacies of such a mechanism are unknown. Previous work has predominantly used attitude scales and ignored other measures. Factors such as the role of the opponent in games and what may be the mechanism behind any effects has likewise received little attention. In this laboratory study, participants played collaborative games with an outgroup member, or alone. Their opponent was also reported to be computer-controlled, or controlled by another person. Following play, intergroup anxiety was reported, and participants wrote a short passage of prose regarding the outgroup as well as rating on attitude scales. Analysis demonstrated that playing with outgroup members was indeed an effective method of increase the positivity towards outgroup members, reflected in both scale and prose measures. Anxiety was also found to be a significant mediator; however it was less clear whether a human opponent moderated any effects. Further ideas of how these findings could be developed are then discussed.
期刊介绍:
Psychology of Popular Media Culture ® is a scholarly journal dedicated to publishing empirical research and papers on how popular culture and general media influence individual, group, and system behavior. The journal publishes rigorous research studies, as well as data-driven theoretical papers on constructs, consequences, program evaluations, and trends related to popular culture and various media sources. Although the journal welcomes and encourages submissions from a wide variety of disciplines, topics should be linked to psychological theory and research.