網(wǎng)絡游戲不同類型背景音樂對大學生攻擊性情緒、認知和行為的影響
本文選題:網(wǎng)絡游戲 + 背景音樂 ; 參考:《西南大學》2014年碩士論文
【摘要】:網(wǎng)絡游戲、音樂對大學生的學習與生活有著重要的影響,目前已有大量研究分別探討了網(wǎng)絡游戲、音樂對大學生攻擊性的影響。已有研究發(fā)現(xiàn)暴力視頻游戲能增加個體的攻擊性,而親社會視頻游戲則會減少個體的攻擊性;與此同時,以往研究還發(fā)現(xiàn)具有暴力歌詞的歌曲能增加個體的攻擊性,而具有親社會歌詞的歌曲能減少個體的攻擊性。如果將網(wǎng)絡游戲與音樂相結合,網(wǎng)絡游戲背景音樂將對大學生的攻擊性產(chǎn)生怎樣的影響?網(wǎng)絡游戲背景音樂影響大學生攻擊行為的內(nèi)部機制又會是怎樣?這些問題值得我們進一步探討。因此,本研究的實驗目的是通過兩個實驗探討網(wǎng)絡游戲不同類型背景音樂對個體攻擊性情緒、認知和行為的影響。兩個實驗均采用2×2組間設計,包括兩種類型音樂(積極情緒、消極情緒)以及被試的性別。在正式實驗之前,本研究通過實驗的方式篩選出音樂材料,分別從五首音樂中選出了符合本實驗要求的三首。實驗一中,62名大學生隨機分配到兩種背景音樂條件下玩跑跑卡丁車游戲(中性游戲),然后再完成攻擊性情緒與行為的測試。在實驗二中,60名被試分別被分配到兩種背景音樂下玩跑跑卡丁車游戲,然后完成攻擊性認知和行為的測試。本研究的結果如下:(1)在攻擊性情緒得分,性別與戶口類型均不存在顯著差異;而在攻擊行為得分上,性別差異顯著,男生得分顯著高于女生;而城鎮(zhèn)與農(nóng)村被試得分顯著不顯著。(2)性別與音樂類型對攻擊行為影響的交互作用不顯著,而性別的主效應顯著,男生得分顯著高于女生;音樂類型的主效應顯著,誘發(fā)消極情緒的背景音樂的攻擊行為得分顯著高于誘發(fā)積極情緒的背景音樂。(3)性別與音樂類型對攻擊性情緒影響的交互作用不顯著,性別的主效應也不顯著;而音樂類型的主效應顯著,消極音樂下攻擊性情緒顯著高于積極音樂。(4)網(wǎng)絡游戲背景音樂所誘發(fā)情緒對攻擊行為的預測作用中,有62.79%通過攻擊性情緒起中介作用,有37.21%起直接作用;攻擊性情緒在網(wǎng)絡游戲背景音樂所誘發(fā)情緒影響攻擊行為的關系中起著中介作用。(5)性別與音樂類型對攻擊性認知的交互作用不顯著,性別的主效應不顯著;而音樂類型的主效應顯著,消極音樂下攻擊性認知顯著高于積極音樂。(6)網(wǎng)絡游戲背景音樂所誘發(fā)情緒對攻擊行為的預測作用中,有24.42%通過攻擊性認知的中介起作用,有75.58%直接起作用;即攻擊性認知在網(wǎng)絡游戲背景音樂所誘發(fā)情緒影響攻擊行為的關系中起著中介作用。
[Abstract]:The network game, the music has the important influence to the university student's study and the life, at present has the massive research separately discussed the network game, the music to university student's aggression influence. Previous studies have found that violent video games increase individual aggression, while pro-social video games reduce individual aggression. Meanwhile, previous studies have found that songs with violent lyrics can increase individual aggression. Songs with pro-social lyrics can reduce individual aggression. If the combination of online games and music, online game background music will have an impact on the aggression of college students? What is the internal mechanism that the background music of online games affects college students' aggressive behavior? These problems are worthy of further discussion. Therefore, the purpose of this study is to explore the effects of different types of background music of online games on individual aggressive emotion, cognition and behavior through two experiments. The two experiments were designed in 2 脳 2 groups, including two types of music (positive emotion, negative emotion) and the sex of the subjects. Before the formal experiment, the music materials were screened out by experiment, and three of the five pieces of music were selected to meet the requirements of the experiment. In experiment 1, 62 college students were randomly assigned to play running kart (neutral game) under two background music conditions, and then completed the aggressive emotion and behavior test. In experiment 2, 60 subjects were assigned to play the treadmill game under two kinds of background music, and then completed the aggressive cognition and behavior tests. The results of this study are as follows: (1) there is no significant difference in the scores of aggression emotion, sex and hukou, but in the score of aggressive behavior, there is a significant difference between male and female, and the score of male is significantly higher than that of female. However, the scores of urban and rural subjects were not significant. 2) the interaction between sex and music type on aggressive behavior was not significant, but the main effect of gender was significant, the score of male was significantly higher than that of female, and the main effect of music type was significant. The score of aggressive behavior of background music which induced negative emotion was significantly higher than that of background music. 3) the interaction of sex and music type on aggressive emotion was not significant, and the main effect of gender was not significant. However, the main effect of music type was significant, the aggressive emotion in negative music was significantly higher than that in positive music. 4) among the predictors of aggression behavior induced by background music of online games, 62.79% played an intermediary role through aggressive emotion. Aggression emotion played an intermediary role in the relationship between aggression behavior induced by background music of online games.) the interaction between sex and music type on aggressive cognition was not significant, but the main effect of gender was not significant. But the main effect of music type was significant, aggressive cognition in negative music was significantly higher than that in positive music. 6) of the predictors of aggression behavior induced by background music of online games, 24.42% played a role through the intermediary of aggressive cognition. 75.58% of them acted directly, that is, aggressive cognition played an intermediary role in the relationship between emotion and aggression induced by background music of online games.
【學位授予單位】:西南大學
【學位級別】:碩士
【學位授予年份】:2014
【分類號】:B844.2
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