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The Attentional Bias On Negative Emotion And Aggressive Related Information In Individuals With Different Level Of Violent Games Experience

Posted on:2016-02-13Degree:MasterType:Thesis
Country:ChinaCandidate:X ZhangFull Text:PDF
GTID:2405330461468197Subject:Development and educational psychology
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With the throughout of network and computer,video game play has been one of the most popular leisure activities for adolescent.However,a survey shows that almost 80%of video games on the market have some violent content,50%of the game contains scenes of extreme violent contents.In addition,the number of juvenile crime which associated with violent video games is growing rapidly.Therefore,the effects of violent video games have come under scientific and public,even psychological workers have regarded it as a hot topic for research.Existing research shows that long-term or repeated exposure to violent video games will promote adolescents' aggressive behavior,increase their aggressive thoughts,aggressive feelings and physical arousal,still can reduce their pro-social behavior.The GAM model also pointed out that long-term playing violent video games or exposure to violent environment,can strengthen adolescents' aggressive related knowledge strcture,make them form aggressive schema and aggressive behavioral scripts,and finally result in aggressive desensitization and aggressive personality formed.For nearly years,many researchers began to assess the effect of violent video games on adolescents aggression based on individuals' cognitive processing.However,few studies have evaluated whether violent yideo game players have attention bias to negative emotional information and aggressive stimulus in the first stage of social information processing,and whether they have formed aggressive cognitive network or aggressive schema.Therefore,this study was to investigate attentional bias characteristics of negative emotional information and aggressive relevant information in individuals with different level of violent games experience,and evaluate their ERP characteristics of attention bias to find the biology foundation of violent attention bias.This study is divided into two parts.First of all,habit questionnaire of exposure to violent video games was used to evaluate the experience level of violent games,according to the score selected the high-exposure violent.group and low-exposure violent group.The study one aims to investigate whether violent video game players are more vigilant to negative emotional information by paradigm "dot-detection task",if there is,then using ERP technology to explore inner psychological and neural mechanism of this attention bias.The second study aims to use the same paradigm to explore the characteristics of aggressive related information about violent video games players,and to verify whether there is any aggressive scheme in violent video game players or not.The conclusions of this study are:(1)On anger face,high-exposure violence group has shorter N1 latency period than low-exposure violence group,and the N1 latency period of happy faces are significantly shorter than anger and neutral faces,which indicates that high-exposure violence group show quicker identification to angry faces and slower respond to happy faces in the early period of attention.(2)High-exposure violence group has smaller P3 amplitude than low-exposure violence group,which indicates that high-exposure violence group exists deficits of attention and cognitive processing,especially processing of emotional information.(3)In words experiment,High-exposure violence group has higher N-1 amplitude than low-exposure violence group,showing that high-exposure violence group are more vigilant to aggressive related information in early period of attention.(4)The study two has demonstrated the existence of implicit aggressive schema.Which makes high-exposure violence group has lower P3 amplitude and N400 amplitude than low-exposure violence group.
Keywords/Search Tags:Violent video game experience, Emotional faces, Aggressive words, Attention bias, College students
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