中国人文社会科学核心期刊

中文社会科学引文索引(CSSCI)来源期刊

中文核心期刊

Message Board

Respected readers, authors and reviewers, you can add comments to this page on any questions about the contribution, review, editing and publication of this journal. We will give you an answer as soon as possible. Thank you for your support!

Name
E-mail
Phone
Title
Content
Verification Code
Volume 33 Issue 3
Dec.  2015
Turn off MathJax
Article Contents
XING Shufen, WANG Danyang, LIN Chongde. The Impact and Psychic Mechanism of Media Violence on Children and their Aggressive Behavior[J]. Journal of East China Normal University (Educational Sciences), 2015, 33(3): 71-78. doi: 10.16382/j.cnki.1000-5560.2015.03.010
Citation: XING Shufen, WANG Danyang, LIN Chongde. The Impact and Psychic Mechanism of Media Violence on Children and their Aggressive Behavior[J]. Journal of East China Normal University (Educational Sciences), 2015, 33(3): 71-78. doi: 10.16382/j.cnki.1000-5560.2015.03.010

The Impact and Psychic Mechanism of Media Violence on Children and their Aggressive Behavior

doi: 10.16382/j.cnki.1000-5560.2015.03.010
  • Publish Date: 2015-09-20
  • With the prevalence of new medium and violent games, the relationship between media violence and aggressive behavior has become a research focus again.However, controversy still exists regarding the causal relationship between media violence and aggressive behavior, including two opposite theoretical models:General Aggressive Model and Catalyst Model.According to the General Aggressive Model, the effects of media violence on aggressive behavior involve short-term and long-term effect, with different psychic mechanisms.However, such factors as children's personality, initial aggressive level, their recognition of the role and characteristics of the game will play a regulatory role.In this regard, future studies will be conducted using new paradigms and techniques, in order to reach a relatively consistent conclusion.
  • loading
  • [1]
    段东园, 魏柳青, 周义斌, 刘畅, & 张学民. (2014).暴力媒体接触程度对攻击行为的影响——规范信念和移情的作用.心理发展与教育, 30, 2, 185-192. http://www.cqvip.com/QK/82720X/201402/49023395.html
    [2]
    郭晓丽, 江光荣, & 朱旭. (2009).暴力电子游戏的短期脱敏效应:两种接触方式比较.心理学报, 41, 259-266. http://www.wenkuxiazai.com/doc/48cd9b11866fb84ae45c8dbb-3.html
    [3]
    张学民, 李茂, 宋艳, 李永娜, & 魏柳青. (2009).暴力游戏中射杀动作和血腥成分对玩家和观看者攻击倾向的影响.心理学报. 41, 36, 1228-1236 http://www.oalib.com/paper/4943496
    [4]
    朱滢, 隋洁. (2004).社会认知神经科学——一个很有前途的交叉学科, 心理与行为研究, 2004, 2, 2, 401-404 http://www.cqvip.com/QK/87994X/200402/3000589309.html
    [5]
    American Psychological Association. (2005). Resulution on violence in videogames and interactive media. Retrieved from http://www.apa.org/about/governance/council/policy/interactive-media.pdf
    [6]
    Anderson, C.A.(1997).Effects of violent movies and trait hostility on hostile feelings and aggressive thoughts.Aggressive Behavior, 23, 3, 161 -178.
    [7]
    Anderson, C.A., & Bushman, B.J.(2001).Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior:A meta-analytic review of the scientific literature.Psychological Science, 12, 5, 353-359. doi:  10.1111/1467-9280.00366
    [8]
    Anderson, C.A., & Bushman, B.J.(2002).Human aggression.Annual Review of Psychology, 53(1), 27-51. doi:  10.1146/annurev.psych.53.100901.135231
    [9]
    Anderson, C. A., Carnagey, N. L., & Eubanks, J. (2003). Exposure to violent media: The effects of songs with violent lyrics on aggressive thoughts and feelings. Journal of Personality and Social Psychology, 84, 5, 960-971. doi:  10.1037/0022-3514.84.5.960
    [10]
    Barlett, C.P., Harris, R.J., & Bruey, C.(2008).The effect of the amount of blood in a violent video game on aggression, hostility, and arousal.Journal of Experimental Social Psychology, 44, 3, 539-546. doi:  10.1016/j.jesp.2007.10.003
    [11]
    Belsky, J., & Pluess, M.(2009).Beyond Diathesis Stress:Differential Susceptibility to Environmental Influences.Psychological Bulletin, 135, 6, 885-908. doi:  10.1037/a0017376
    [12]
    Boxer, P., Huesmann, L. R., Bushman, B. J., O' Brien, M., & Moceri, D. (2009). The role of violent media preference in cumulative developmental risk for violence and general aggression. Journal of Youth and Adolescence, 38, 3, 417-428. doi:  10.1007/s10964-008-9335-2
    [13]
    Brummert Lennings, H. I., & Warburton, W. A. (2011). The effect of auditory versus visual violent media exposure on aggressive behaviour: The role of song lyrics, video clips and musical tone. Journal of Experimental Social Psychology, 47, 4, 794-799. doi:  10.1016/j.jesp.2011.02.006
    [14]
    Bushman, B. J., & Huesmann, L. R. (2012). Effects of violent media on aggression. In D. G. Singer & J. L. Singer (Eds.), Handbook of children and the media (2nd ed.). (pp. 231-248). Thousand Oaks, CA, US: Sage Publications, Inc.
    [15]
    Calvert, S. L., & Tan, S. L. (1994). Impact of virtual reality on young adults' physiological arousal and aggressive thoughts: Interaction versus observation. Journal of Applied Developmental Psychology, 15, 1, 125-139. doi:  10.1016/0193-3973(94)90009-4
    [16]
    Carnagey, N. L., Anderson, C. A., & Bushman, B. J. (2007). The effect of video game violence on physiological desensitization to real -life violence. Journal of Experimental Social Psychology, 43, 3, 489-496. doi:  10.1016/j.jesp.2006.05.003
    [17]
    Charles, E. P., Baker, C. M., Hartman, K., Easton, B. P., & Kreuzberger, C. (2013). Motion capture controls negate the violent video -game effect. doi:  10.1016/j.chb.2013.05.028
    [18]
    Consortium of Scholars.2013.Scholar's open statement to the APA task force on violent media.Retrieved from http://www.christopherjferguson.com/APA%20Task%20Force%20Comment1.pdf
    [19]
    Ferguson, C. J., Rueda, S. M., Cruz, A. M., Ferguson, D. E., Fritz, S., & Smith, S. M. (2008). Violent video games and aggression: Causal relationship or byproduct of family violence and intrinsic violence motivation? Criminal Justice and Behavior, 35, 3, 311-332. doi:  10.1177/0093854807311719
    [20]
    Ferguson, C. J., & Kilburn, J. (2010). Much ado about nothing: The misestimation and overinterpretation of violent video game effects in Eastern and Western nations: Comment on Anderson et al. Psychological Bulletin, 136, 2, 174-178. doi:  10.1037/a0018566
    [21]
    Ferguson, C. J. (2015). Does media violence predict societal violence? It depends on what you look at and when. Journal of Communication, 65, 1-22 doi:  10.1111/jcom.12141
    [22]
    Funk, J. B., Baldacci, H. B., Pasold, T., & Baumgardner, J. (2004). Violence exposure in real -life, video games, television, movies, and the internet: Is there desensitization? Journal of Adolescence, 27, 1, 23-39. doi:  10.1016/j.adolescence.2003.10.005
    [23]
    Hasan, Y., Bègue, L., Scharkow, M., & Bushman, B. J. (2013). The more you play, the more aggressive you become: A long -term experimental study of cumulative violent video game effects on hostile expectations and aggressive behavior. Journal of Experimental Social Psychology, 49, 2, 224-227. doi:  10.1016/j.jesp.2012.10.016
    [24]
    Huesmann, L. R., Moise -Titus, J., Podolski, C. -L., & Eron, L. D. (2003). Longitudinal relations between children' s exposure to TV violence and their aggressive and violent behavior in young adulthood: 1977-1992. Developmental Psychology, 39, 2, 201-221. doi:  10.1037/0012-1649.39.2.201
    [25]
    Huesmann, L. R. (2007). The Impact of Electronic Media Violence: Scientific Theory and Research. Journal of Adolescent Health, 41, 6, 6-13. doi:  10.1016/j.jadohealth.2007.09.005
    [26]
    Ivory, J. (2013). Videogames as a multifaceted medium: A review of quantitative social science research on videogames and a typology of videogame research approaches. Review of Communication Research, 1, 1, 31-68. https://www.researchgate.net/publication/265600263_Video_Games_as_a_Multifaceted_Medium_A_Review_of_Quantitative_Social_Science_Research_on_Video_Games_and_a_Typology_of_Video_Game_Research_Approaches
    [27]
    Ivory, J. D., & Kalyanaraman, S. (2007). The Effects of Technological Advancement and Violent Content in Video Games on Players'Feelings of Presence, Involvement, Physiological Arousal, and Aggression. Journal of Communication, 57, 3, 532-555. doi:  10.1111/j.1460-2466.2007.00356.x
    [28]
    Jerabeck, J. M., & Ferguson, C. J. (2013). The influence of solitary and cooperative violent video game play on aggressive and prosocial behavior. Computers in Human Behavior, 29, 6, 2573-2578. doi:  10.1016/j.chb.2013.06.034
    [29]
    Johnson, J. G. C. P. E. M. K. S. J. S. (2002). Television Viewing and Aggressive Behavior During Adolescence and Adulthood. Science, 295, 2468-2483. doi:  10.1126/science.1062929
    [30]
    Josephson, W. L. (1987). Television violence and children' s aggression: Testing the priming, social script, and disinhibition predictions. Journal of Personality and Social Psychology, 53, 5, 882-890. doi:  10.1037/0022-3514.53.5.882
    [31]
    Konijn, E. A., Nije Bijvank, M., & Bushman, B. J. (2007). I wish I were a warrior: The role of wishful identification in the effects of violent video games on aggression in adolescent boys. Developmental Psychology, 43, 4, 1038-1044. doi:  10.1037/0012-1649.43.4.1038
    [32]
    Liebert, R. M., & Baron, R. A. (1972). Some immediate effects of televised violence on children' s behavior. Developmental Psychology, 6, 3, 469-475. doi:  10.1037/h0032584
    [33]
    Lin, J. H. (2013). Do video games exert stronger effects on aggression than film? The role of media interactivity and identification on the association of violent content and aggressive outcomes. Computers in Human Behavior, 29, 3, 535-543. doi:  10.1016/j.chb.2012.11.001
    [34]
    Markey, P. M., & Scherer, K. (2009). An examination of psychoticism and motion capture controls as moderators of the effects of violent video games. Computers in Human Behavior, 25, 2, 407-411. doi:  10.1016/j.chb.2008.10.001
    [35]
    Markey, P. M., & Markey, C. N. (2010). Vulnerability to violent video games: A review and integration of personality research. Review of General Psychology, 14, 2, 82-91. doi:  10.1037/a0019000
    [36]
    McGloin, R. (2012). The effects of perceived realism and controller naturalness on immersion and aggression in a violent video game. (Dissertation), University of Connecticut, US.
    [37]
    Montag, C., Weber, B., et al. (2012). Does excessive play of violent first -person -shooter -video -games dampen brain activity in response to emotional stimuli? Biological Psychology, 89, 1, 107-111. doi:  10.1016/j.biopsycho.2011.09.014
    [38]
    Qian, Z., & Zhang, D. J. (2014). The effects of viewing violent movie via computer on aggressiveness among college students. Computers in Human Behavior, 35, 320-325. doi:  10.1016/j.chb.2014.03.008
    [39]
    Willoughby, T., Adachi, P. J. C., & Good, M. (2012). A longitudinal study of the association between violent video game play and aggression among adolescents. Developmental Psychology, 48, 4, 1044-1057. doi:  10.1037/a0026046
    [40]
    Wright, M. F., & Li, Y. (2013). The Association Between Cyber Victimization and Subsequent Cyber Aggression: The Moderating Effect of Peer Rejection. Journal of Youth and Adolescence, 42, 5, 662-674. doi:  10.1007/s10964-012-9903-3
  • 加载中

Catalog

    通讯作者: 陈斌, bchen63@163.com
    • 1. 

      沈阳化工大学材料科学与工程学院 沈阳 110142

    1. 本站搜索
    2. 百度学术搜索
    3. 万方数据库搜索
    4. CNKI搜索

    Figures(1)

    Article views (368) PDF downloads(3) Cited by()
    Proportional views

    /

    DownLoad:  Full-Size Img  PowerPoint
    Return
    Return