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The Auditory Attentional And Memory Bias Of Violent Video Game Players On Aggressive Information

Posted on:2016-09-10Degree:MasterType:Thesis
Country:ChinaCandidate:C ZhaoFull Text:PDF
GTID:2285330461967637Subject:Development and educational psychology
Abstract/Summary:PDF Full Text Request
The Model of GAM pointed out that the tendency and evaluation of cognitition played the key role in the aggressive behaviour. The previous studies that violent video game impacted the aggressive cognitive bias of players were Mostly limited in the field of vision. However, researches in the field of hearing is not yet involved. In addition to, the theory that the bias of cognitive processing also pointed that the individual produced the selective processing bias for the information about themselves in the Cognitive process.The bias widely existed in the memory tasks and interpretation and judgment of the task of the attention, the task of the memory and the interpretation and judgment of tasks. The previous researches about the cognitive bias of violent video gamers were mostly concentrated in the field of the attention bias, but for other aspects of cognitive processing (such as:memory bias) were rarely involved. In view of this, this study explored that the auditory attentional bias and memory bias for the aggressive information by a series of experiments.This study will be divided into two studies, the purpose of the first study was to explore the auditory attention bias of the violent video gamers for aggressive information. The first study included two experiments.A dichotic listening embedded paradigm was used in experimentl,to explore subjects’detective number when they heard the words from two ears. In the meanwhile, they have to repeat the attended ear’neutral prose, neglect the unattended ear. It found that the high violent video game experience subjects detected more aggressive words than low violent video game experience players in unattended ear; the high violent video game experience subjects detected more aggressive words than the neutral words. From the experiment 1,we inferred that the high violent video game experience subjects had attentional biases to aggressive words.A dichotic listening inference paradigm was used in experiment2,women required to repeat the neutral prose in attended ear and neglected the aggressive words or neutral words in the unattended ear, in addition to,they had to respond to visual probes in the middle of computer screen. The repeating errors and the reacting time to the probe were recorded. Results showed that the high violent video game experience players make more errors when they distracted by the aggressive words than the low violent video game experience players.The study 2,we used auditory recognition paradigm to explore the violent video game experience players’auditory memory biases on aggressive information. We found that the correct rate of juding the new words was higher than the old words. To old aggressive words, the correct rate of was high violent video game experience players was higher than the low violent video game experience players; To new aggressive words, the correct rate of was high violent video game experience players was lower than the low violent video game experience players; From the study 2,we inferred that the high violent video game experience subjects had auditory memory bias on aggressive.To sum up, we have found that:The high violent video game experience subjects had attentional biases to aggressive words and the high violent video game experience subjects had auditory memory bias on aggressive, the conclusion support the GAM model.
Keywords/Search Tags:Violent Video game, aggression, auditory, attentional bias, Memory bias
PDF Full Text Request
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