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Network Of Violent Games To Young Players Offensive Psychological Long Effect Research

Posted on:2013-12-30Degree:MasterType:Thesis
Country:ChinaCandidate:C LuoFull Text:PDF
GTID:2247330395450840Subject:Communication
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As the popularity of household internet access, playing online games has been a main leisure activity of adolescents. Meanwhile, vanishing of traditional community games and lacking of playmate due to the Chinese one-child policy are irreversible trend. Frankly to say, the flourishing of online games has its background and positive effects. But we also realize that currently most of the game products contain blood, violence, and pornography. People from all walks of life denounce and worry about this phenomenon.The present research attempts to examine the long-term aggressive effects of playing violent online games on adolescents. Understanding why and how violent games attract young people will benefit schools and families a lot for facing those kids who playing violent games properly. It can help government regulators getting to know how games influence the players’psychological mechanism and take targeted measures, and make our media research keeping abreast with the times as well.It took362students from a typical junior high school as the sample. By asked those students to fill in a self-reported questionnaire, this study was able to outline the status quo of online game consuming in this age group. Meanwhile, in line with the General Aggression Model, we focused on the aggressive quality and empathy of the players as the dependent variables by taking into account the amount of violence they encountered, the moral disengagement clues they perceived, the competitive mode they adopted during their game playing.According to the survey, there are76.5%students who are online game users, and79.7%of them had at least three years’online gaming experiences. Since the study is to exam the long-term aggressive effects on game players, these findings do support the reliability and validity of the succeeding conclusions.Firstly, this study posted6hypotheses and4of them were testified. Analysis indicates that the amount of violence exposure significantly influenced the player’s aggressive quality (r=.276, p<.01), while had lower level of empathy (r=-.075). It also shows that the larger extent of violence justification the player perceived, the stronger the aggressive quality is (r=.416, p<.01). Competitive gaining leads to increases on aggressive cognitions and reduces on empathy as well (r=.480, p<.01). As a result, competitive playing mode is significantly related to the play’s aggression behaviors and empathic activities (r=-.135, p<.05)Secondly, the research tried to explore whether the demographic factors will influence and predict the amount of violence exposure and aggression. The evidence strongly suggested that boys are more susceptible to violent online game than girls; students of ninth grade are more inclined to violent online game than those of sixth grade. The performance of study and sports influenced the amount of violent game exposure to some extent as well. Those richer students who possess500RMB or plus will directly predict more violent game exposure.Independent sample t-test shows that demographic factors such as gender, level of grade, possessing computers or not, level of study and sports performance had little effects on aggression, except the monthly allowance.
Keywords/Search Tags:violent online games, aggression, adolescents, General Aggression Model, long-term effects
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