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首页> 外文期刊>Journal of community & applied social psychology >Self-transcendence and Self-oriented perspective as mediators between video game playing and aggressive behaviour in teenagers
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Self-transcendence and Self-oriented perspective as mediators between video game playing and aggressive behaviour in teenagers

机译:自我超越和自我导向的视角作为青少年玩视频游戏与攻击行为之间的中介者

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摘要

The present study examines the mediating effect of self-transcendence and a self-oriented perspective on the relationship between general video game playing and aggressive antisocial behaviour in a sample of 659 Spanish teenagers of both sexes aged 12 to 18 years (mean age = 15.31 years). Results show that there is a direct effect of the amount of video game playing on aggression, even when violent content is controlled for. Self-transcendence and a self-oriented perspective mediate this effect on aggression. These findings are in agreement with the hypothesis that the effects of media on behaviour are related to the socialisation pattern and role-taking opportunities they offer, and not only due to the mere exposure to violent media. Consistent with the time displacement hypothesis, an interpretation of our results may be that the relationship between video game playing and antisocial behaviour comes from a deficit of social interaction and role-taking opportunities. Not being able to adopt the perspective of others may result in a limited ability to predict the consequences of behaviour and understand the needs, desires, and intentions of others. This social perspective deficit may increase the chances of behaving antisocially through different processes. For instance, an individual may use aggressive behavioural patterns in the absence of a more elaborate behavioural repertoire, or the failure in predicting the effects of an aggressive behaviour may reduce the perception of its consequences.
机译:本研究在659名年龄在12至18岁的西班牙青少年中(平均年龄= 15.31岁),检验了自我超越的中介作用和自我取向的观点对普通视频游戏与激进的反社会行为之间的关系的影响。 )。结果表明,即使控制暴力内容,视频游戏的数量也会直接影响侵略性。自我超越和自我导向的观点调解了这种对侵略的影响。这些发现与以下假设相吻合:媒体对行为的影响与媒体提供的社会化模式和承担角色的机会有关,而不仅是因为仅接触暴力媒体。与时间位移假说一致,我们对结果的解释可能是视频游戏玩法与反社会行为之间的关系来自缺乏社会互动和角色扮演机会。无法采纳他人的观点可能会导致预测行为后果以及理解他人的需求,期望和意图的能力有限。这种社会视角缺陷可能会增加通过不同过程进行反社会行为的机会。例如,一个人可能在没有更详尽的行为表述的情况下使用攻击性行为模式,或者无法预测攻击性行为的效果可能会降低对其后果的感知。

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