虚拟接触假说:电子游戏角色互动中群体间接触假说的初步证据

IF 2.4 3区 心理学 Q1 COMMUNICATION Cyberpsychology-Journal of Psychosocial Research on Cyberspace Pub Date : 2021-11-18 DOI:10.5817/cp2021-4-6
Agnieszka Mulak, Mikołaj Winiewski
{"title":"虚拟接触假说:电子游戏角色互动中群体间接触假说的初步证据","authors":"Agnieszka Mulak, Mikołaj Winiewski","doi":"10.5817/cp2021-4-6","DOIUrl":null,"url":null,"abstract":"This paper examines intergroup contact hypothesis in interactions in video games to conceptualize how intergroup contact with characters in games may relate to attitudes toward minorities. Intergroup contact hypothesis states that intergroup contact leads to more positive attitudes and stereotype reduction. It also specifies situational factors that promote or hinder such an outcome. In an online survey a sample of 1627 gamers stated games they played the most and filled out a questionnaire measuring their attitudes toward minorities. Independent judges assessed games that were played by most participants (N = 44 games). A multilevel regression analysis revealed that average quality of contact with minorities in a game (measured at game-level, as a characteristic of a game) was associated with higher acceptance of minorities of the players (measured at individual level). Diversity of the game world generated by fictional races had no significant connection to attitudes. Game-level predictors largely increased fit to the data showing that game worlds were significant for the acceptance of minorities. The results supply preliminary evidence for the validity of the intergroup contact hypothesis for the interactions with characters in video games.","PeriodicalId":46651,"journal":{"name":"Cyberpsychology-Journal of Psychosocial Research on Cyberspace","volume":"15 2","pages":""},"PeriodicalIF":2.4000,"publicationDate":"2021-11-18","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"0","resultStr":"{\"title\":\"Virtual contact hypothesis: Preliminary evidence for intergroup contact hypothesis in interactions with characters in video games\",\"authors\":\"Agnieszka Mulak, Mikołaj Winiewski\",\"doi\":\"10.5817/cp2021-4-6\",\"DOIUrl\":null,\"url\":null,\"abstract\":\"This paper examines intergroup contact hypothesis in interactions in video games to conceptualize how intergroup contact with characters in games may relate to attitudes toward minorities. Intergroup contact hypothesis states that intergroup contact leads to more positive attitudes and stereotype reduction. It also specifies situational factors that promote or hinder such an outcome. In an online survey a sample of 1627 gamers stated games they played the most and filled out a questionnaire measuring their attitudes toward minorities. Independent judges assessed games that were played by most participants (N = 44 games). A multilevel regression analysis revealed that average quality of contact with minorities in a game (measured at game-level, as a characteristic of a game) was associated with higher acceptance of minorities of the players (measured at individual level). Diversity of the game world generated by fictional races had no significant connection to attitudes. Game-level predictors largely increased fit to the data showing that game worlds were significant for the acceptance of minorities. The results supply preliminary evidence for the validity of the intergroup contact hypothesis for the interactions with characters in video games.\",\"PeriodicalId\":46651,\"journal\":{\"name\":\"Cyberpsychology-Journal of Psychosocial Research on Cyberspace\",\"volume\":\"15 2\",\"pages\":\"\"},\"PeriodicalIF\":2.4000,\"publicationDate\":\"2021-11-18\",\"publicationTypes\":\"Journal Article\",\"fieldsOfStudy\":null,\"isOpenAccess\":false,\"openAccessPdf\":\"\",\"citationCount\":\"0\",\"resultStr\":null,\"platform\":\"Semanticscholar\",\"paperid\":null,\"PeriodicalName\":\"Cyberpsychology-Journal of Psychosocial Research on Cyberspace\",\"FirstCategoryId\":\"102\",\"ListUrlMain\":\"https://doi.org/10.5817/cp2021-4-6\",\"RegionNum\":3,\"RegionCategory\":\"心理学\",\"ArticlePicture\":[],\"TitleCN\":null,\"AbstractTextCN\":null,\"PMCID\":null,\"EPubDate\":\"\",\"PubModel\":\"\",\"JCR\":\"Q1\",\"JCRName\":\"COMMUNICATION\",\"Score\":null,\"Total\":0}","platform":"Semanticscholar","paperid":null,"PeriodicalName":"Cyberpsychology-Journal of Psychosocial Research on Cyberspace","FirstCategoryId":"102","ListUrlMain":"https://doi.org/10.5817/cp2021-4-6","RegionNum":3,"RegionCategory":"心理学","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"Q1","JCRName":"COMMUNICATION","Score":null,"Total":0}
引用次数: 0

摘要

本文考察了电子游戏互动中的群体间接触假说,以概念化游戏中角色的群体间接触如何与对少数群体的态度相关。群体间接触假说认为群体间接触会导致更积极的态度和刻板印象的减少。它还规定了促进或阻碍这种结果的情境因素。在一项在线调查中,1627名玩家陈述了他们最常玩的游戏,并填写了一份调查问卷来衡量他们对少数民族的态度。独立评委评估了大多数参与者玩的游戏(N = 44个游戏)。多层次回归分析显示,在游戏中与少数群体接触的平均质量(游戏邦注:在游戏层面衡量,作为游戏特征)与玩家对少数群体的更高接受度(在个人层面衡量)相关。由虚构种族产生的游戏世界的多样性与态度没有显著的联系。游戏层面的预测因子在很大程度上增加了与数据的契合度,表明游戏世界对少数群体的接受程度很重要。研究结果为群体间接触假说在电子游戏角色互动中的有效性提供了初步证据。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
查看原文
分享 分享
微信好友 朋友圈 QQ好友 复制链接
本刊更多论文
Virtual contact hypothesis: Preliminary evidence for intergroup contact hypothesis in interactions with characters in video games
This paper examines intergroup contact hypothesis in interactions in video games to conceptualize how intergroup contact with characters in games may relate to attitudes toward minorities. Intergroup contact hypothesis states that intergroup contact leads to more positive attitudes and stereotype reduction. It also specifies situational factors that promote or hinder such an outcome. In an online survey a sample of 1627 gamers stated games they played the most and filled out a questionnaire measuring their attitudes toward minorities. Independent judges assessed games that were played by most participants (N = 44 games). A multilevel regression analysis revealed that average quality of contact with minorities in a game (measured at game-level, as a characteristic of a game) was associated with higher acceptance of minorities of the players (measured at individual level). Diversity of the game world generated by fictional races had no significant connection to attitudes. Game-level predictors largely increased fit to the data showing that game worlds were significant for the acceptance of minorities. The results supply preliminary evidence for the validity of the intergroup contact hypothesis for the interactions with characters in video games.
求助全文
通过发布文献求助,成功后即可免费获取论文全文。 去求助
来源期刊
CiteScore
3.60
自引率
6.90%
发文量
39
审稿时长
50 weeks
期刊最新文献
The relationship between preference for online social interaction and affective well-being via compulsive dating app use: The moderating role of algorithmic beliefs The psychological impacts of content moderation on content moderators: A qualitative study Online pornography use and sexual satisfaction in association with relationship satisfaction among middle-aged and older people Facebook, social comparison and happiness: Evidence from a quasi-natural experiment User experience of mixed reality applications for healthy ageing: A systematic review
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
已复制链接
已复制链接
快去分享给好友吧!
我知道了
×
扫码分享
扫码分享
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1