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Playing with the machines: the relationship between violent video games and aggressive cognitions
被引:2
|作者:
Sampaio Santos, Esther
[1
]
Fernandes Santos, Rogerio
[2
,3
]
Ribeiro, Mayra
[4
,5
]
机构:
[1] Univ Fed Sao Joao Del Rei UFSJ, Programa Posgrad Psicol, Sao Joao Del Rei, MG, Brazil
[2] Univ Fed Tocantins UFTO, Psicol, Araguaina, TO, Brazil
[3] Univ Fed Tocantins UFTO, Programa Grad Letras, Araguaina, TO, Brazil
[4] Univ Fed Bahia UFBA, Educ Especial, Vitoria Da Conquista, BA, Brazil
[5] Univ Fed Bahia UFBA, Programa Grad Psicol, Vitoria Da Conquista, BA, Brazil
来源:
PSICOLOGIA E SABER SOCIAL
|
2015年
/
4卷
/
02期
关键词:
videogames;
aggressive cognitions;
violence;
aggressiveness;
violent videogames;
D O I:
10.12957/psi.saber.soc.2015.16416
中图分类号:
B84 [心理学];
学科分类号:
04 ;
0402 ;
摘要:
This paper aimed verify the relationship between preference for violent content and habits related to videogames games with the tendency to aggressive cognitions. To participate in the study, it was necessary that the participants had account on the Facebook social network. Not only players were able to participate, provided they were of legal age. The cognitions survey instrument was created in the online application Google Docs. In the instrument, participants completed a few submitted words and answered questions about gambling habits and how these are part of your routine, your thoughts and your social interactions. To assess aggressive cognitions, they were submitted 12 sets of letters in which each exhibited a sequence with a gap to be completed, e.g. S_CO fitting responses SACO, SUCO, SOCO or SECO. They were checked also habits of play and sociodemographic characteristics of the participants. From the results obtained, it could be concluded that there was no significance in the relationship between preference for violent content of games and aggressive cognitions.
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页码:246 / 264
页数:19
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