| The impact of violent video games on users is not only reflected in the general cognitive process,but a large number of studies have shown that the emotional response and processing of players will also be affected by this type of game.After exposure to violent video games,this exposure can make the player’s emotional response to negative stimuli such as bloody,painful,and violent behaviors gradually decrease with the increase in exposure.Therefore,people accustomed to violent scenes will not appear when encountering similar scenes.The higher the degree of physical arousal,the ability to empathize is affected,the sensitivity to the painful emotions of others is reduced,and their own ability to recognize aggressive emotions such as anger is increased.However,the existing research on the relationship between violent games and emotion recognition has certain limitations,because the research itself does not match factors such as game competitiveness,game difficulty,etc.,which leads to the lack of violent content as a factor.In the case of independence,other factors may also affect the emotional processing of game players.Therefore,the hypothesis of competitive factors corresponding to the hypothesis that the violent content in the game is the violent content that affects the player’s emotional processing ability is proposed.This hypothesis believes that the reason why violent video games affect players’ aggressiveness and emotional processing cannot be simply explained as the existence of violent content in the game,but also because most of these games are filled with a large number of competitive factors.Therefore,based on this hypothesis,this study proposes that the competitiveness of violent video games is the same as violent as an important factor that affects the emotion recognition of its users.In addition,this research also designed and produced bodily emotion picture materials based on the gaps in the existing emotion recognition research in the recognition of bodily emotion information,and proposed the hypothesis: violent video games not only affect the recognition of facial emotion information,but also the recognition of bodily emotions.It will also be affected by it.According to the research hypothesis,this research is divided into three parts.In Study 1,according to the past production process of facial emotion materials and the related literature on the coding of bodily emotion picture materials in foreign countries,the coding and production of bodily emotion materials were carried out independently for subsequent experiments.In the second study,the subjects were divided into four groups: high violence and high competitiveness,high violence and low competitiveness,low violence and high competitiveness,and low violence and low competitiveness,to play four different types of violence and competitiveness.The game is used to explore the impact of the violent and competitive factors of violent video games on user facial emotion recognition.Study 3 is the same as Study 2 in the same grouping of subjects.Using the materials compiled in Study 1,it is the first to explore the influence of violence and competitiveness in violent video games on the recognition of bodily emotion information.The results of the experiment found that(1)a total of 104 pictures of physical emotions,26 pictures of happiness,anger,fear,and sadness were obtained;(2)In the experiment of identifying pictures of physical emotions,highly competitive games were used.The two groups of subjects were significantly lower than the other two groups in recognizing the reaction of anger and sadness.(3)In terms of the accuracy of facial emotion recognition,participants who used excessively violent and highly competitive games were significantly lower in accuracy of emotion recognition than other groups of players,and in terms of reaction time,they accepted high competitiveness.The processed subjects were shorter in recognizing anger reactions than the other two groups.This result shows that the influence of violent video games on user emotion recognition can be extended from common facial emotion information to physical emotion information;the violent content in violent video games alone is not enough to increase the player’s aggressiveness Emotional sensitivity,and the competitive factor in this type of game is the key factor that makes players more sensitive to anger. |