“沿着小路走;在一起,辛苦!:支持性角色扮演和任务难度对亲社会行为影响的研究

IF 1.7 4区 心理学 Q2 COMMUNICATION Journal of Media Psychology-Theories Methods and Applications Pub Date : 2017-03-21 DOI:10.1027/1864-1105/a000209
Johannes Breuer, John A. Velez, N. Bowman, Tim Wulf, G. Bente
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引用次数: 9

摘要

作为一种娱乐技术,电子游戏是一种受欢迎的社交活动,它允许多个玩家合作参与屏幕上的挑战。新兴研究发现,当人们一起玩游戏时,团队合作可以对他们在游戏后的亲社会倾向产生有益的影响——尤其是当玩家彼此合作时。本研究希望通过考虑人际关系和内部因素来扩大这些有益人际影响的范围。在一项实验研究中(N = 115),我们操纵了游戏的难度(简单或困难)和同盟队友的行为(支持或不支持的游戏风格)。我们发现,合作玩家的支持度和游戏难度都不会影响玩家对队友亲社会行为的期望,也不会影响玩家对自己在游戏后对队友的亲社会行为的期望(游戏邦注:即玩家愿意在游戏后与队友分享少量金钱)。一个人对队友的亲社会行为期望的增加与他自己的亲社会行为有关,与我们的操纵无关。考虑到这些结果,我们提出了另一种理论方法来理解电子游戏中的复杂社交互动。此外,我们建议探索其他类型的游戏难度操纵和电子游戏玩家之间的合作,以及亲社会行为的替代测量方法。
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“Drive the Lane; Together, Hard!”: An Examination of the Effects of Supportive Coplaying and Task Difficulty on Prosocial Behavior
As an entertainment technology, video games are a popular social activity that can allow for multiple players to cooperatively engage on-screen challenges. Emerging research has found that when people play together, the resulting teamwork can have beneficial impacts on their prosocial orientations after gameplay – especially when the players are cooperative with one another. The present study wanted to expand the scope of these beneficial interpersonal effects by considering both inter- and intrapersonal factors. In an experimental study (N = 115) we manipulated the difficulty of a game (easy or hard) and the behavior of a confederate teammate (supportive or unsupportive playing style). We found that neither coplayer supportiveness nor game difficulty had an effect on the expectations of a teammate’s prosocial behavior or one’s own prosocial behavior toward the teammate after the game (operationalized as willingness to share small amounts of money with one’s teammate after playing). Increased expectations of prosocial behavior from one’s teammate were related to one’s own prosocial behaviors, independent of our manipulations. Considering these results, we propose alternative theoretical approaches to understanding complex social interactions in video games. Furthermore, we suggest to explore other types of manipulations of game difficulty and cooperation between video game players as well as alternative measures of prosocial behavior.
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来源期刊
CiteScore
3.20
自引率
11.80%
发文量
42
期刊介绍: Journal of Media Psychology (JMP) is committed to publishing original, high-quality papers which cover the broad range of media psychological research. This peer-reviewed journal focuses on how human beings select, use, and experience various media as well as how media (use) can affect their cognitions, emotions, and behaviors. Submissions must substantially advance the current state-of the art on a theoretical and/or an empirical level. To name just a few typical fields and domains of inquiry, the Journal of Media Psychology considers manuscripts dealing with research on entertainment, computer-mediated communication (including social media), human-computer interaction, e-learning, computer and video games, virtual environments, or advertising. The journal is also open to research from neighboring disciplines as far as this work ties in with psychological concepts of the uses and effects of the media. Submissions of comparative work, e.g., crossmedia, cross-gender, or cross-cultural, are encouraged. Moreover, submissions including alternative analysis procedures such as the Bayesian approach are welcome. Starting in 2015, the pre-registration of research plans will also be possible. To ensure short turn-around cycles for manuscript review and fast publication, the Journal of Media Psychology relies heavily upon electronic communication and information exchange, starting from electronic submission and continuing throughout the entire review and production process.
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