暴力视频游戏和其他暴力媒体(PartI)

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暴力视频游戏对青少年的影响研究

暴力视频游戏对青少年的影响研究

暴力视频游戏对青少年的影响研究近年来,随着游戏产业的快速发展,暴力视频游戏也成为了一种备受争议的娱乐活动。

其中,青少年是这种游戏的主要消费群体。

然而,对于暴力视频游戏对青少年的影响,学界和社会各界一直存在争议。

本文将基于前沿研究,探讨暴力视频游戏对青少年的影响及其可能具有的因素和机制。

暴力视频游戏的定义暴力视频游戏是指含有大量暴力场景、青少年不适宜或不合适场景以及血腥残忍画面的电子游戏。

它们通常包含一些能够引发玩家情绪激烈的场景,如杀戮、斗殴等暴力行为,这些动作往往伴随着玩家获得满足感的声音、图像等。

著名的暴力视频游戏包括《使命召唤》、《孤岛危机》等。

暴力视频游戏对青少年的负面影响随着暴力视频游戏逐渐普及,对它的影响也日益受到重视。

研究表明,暴力视频游戏对青少年可能产生以下负面影响:一、提高暴力行为风险暴力视频游戏与暴力行为之间存在相关性。

一项纵向研究发现,青少年在暴力场景游戏中使用虚拟暴力行为(如枪击)的程度与其现实生活中使用类似暴力行为的风险存在正相关关系。

因此,长时间接触暴力视频游戏可能会影响青少年的判断力,使他们易受暴力冲动的影响,在现实生活中采取暴力行为的风险提高。

二、增加攻击性一些研究表明,暴力视频游戏可能会增加青少年的攻击性。

暴力场景会通过暴力表现和语言激发玩家的攻击欲望。

长期接触暴力视频游戏可能会导致玩家对暴力行为的麻木,认为暴力是正常和可接受的行为方式,进而增加了玩家采取攻击性行为的可能性。

三、影响行为表现一些研究表明,暴力视频游戏可能会影响青少年的行为表现。

一项研究发现,接触暴力视频游戏的青少年在学校中的纪律问题更为突出,更容易受到学校纪律处分。

这可能是因为暴力视频游戏会影响玩家的行为表现,使他们更倾向于不好的行为表现。

四、增加焦虑和抑郁一些研究表明,暴力视频游戏可能会增加青少年的焦虑和抑郁。

玩家长时间接触暴力场景会引起紧张和不安,长期体验这种负面情绪可能会导致焦虑、抑郁等心理问题的加重。

媒体暴力与攻击性课件

媒体暴力与攻击性课件

守职业道德规范,不制作和传播暴力、攻击性内容。
建立自律机制
02
鼓励媒体机构建立自律机制,制定内部规范和标准,对从业人
员进行约束和管理。
倡导健康传播理念
03
倡导媒体传播积极、健康、有益的内容,引导公众树立正确的
价值观和道德观。
建立投诉机制
设立投诉渠道
建立专门的投诉渠道,方便公众对媒体暴力和攻击性内容进行投 诉和举报。
及时处理投诉
对收到的投诉进行及时处理和回复,对投诉属实的内容采取相应 的措施进行纠正和改进。
公开处理结果
将投诉处理结果向公众公开,让公众了解投诉的处理情况和结果 ,增强公众的信任感和满意度。
媒体暴力与攻击性
05
的社会影响
对青少年的影响
行为模仿
青少年处于模仿阶段,容易受到媒体暴力的影响,模仿攻击性行 为。
媒体暴力的影响
短期影响
引发观众的愤怒、恐惧、紧张等情绪反应,影响身心健康。
长期影响
可能导致社会暴力和攻击行为的增加,影响社会稳定和和谐 。
媒体暴力的原因
01
02
03
市场需求
部分观众对暴力内容有需 求,媒体为了迎合市场需 求而增加暴力内容。
文化背景
某些文化中,暴力被视为 解决问题的有效手段,因 此媒体中的暴力内容可能 与文化背景有关。

THANKS.
法律监管
对于媒体暴力的监管存在 一定的难度,部分媒体可 能会利用这一点来增加暴 力内容的传播。
媒体暴力的表现形
02

暴力场景描绘
描绘暴力场面
渲染暴力氛围
媒体在报道或描述事件时,可能会使 用过于血腥、暴力或恐怖的场景描绘 ,给观众带来强烈的视觉冲击。

媒介暴力——精选推荐

媒介暴力——精选推荐

媒体暴力一般被认为是包括电影、电视、电子游戏、报刊等在内的媒体含有或刊登暴力内容,并对人们正常生活造成某种不良影响的暴力现象;而另外一种则是“媒体本身的暴力”,指媒体及其从业者利用媒体本身作为大众传播媒介的话语权优势对新闻当事人或被波及的人群所实施的一种暴力行为。

本文着重探讨第一种媒体暴力,即媒体中的暴力。

媒体暴力的种类可分为两种形式:(一)真实暴力:即指媒体对城市骚乱、示威游行、政治暗杀事件、战争场面、凶杀、爆炸、强奸、抢劫等暴力案件的报道。

(二)幻想中的暴力:即指在一些影视剧和娱乐节目中存在的暴力场景,如在电视剧里大量存在的暴力镜头,一些儿童节目中出现的暴力游戏等。

有关研究结果表明,目前,媒体暴力在数量上呈不断上升趋势。

许多新闻制造者声称:“有流血,观众就多。

”又由于电视节目更加图解化、感性化和更加带有施虐狂的味道,所以虽然政府严格控制影视作品中的暴力内容,但在信息获取越来越多元化的现代社会,中国人,尤其是青少年,受到暴力文化影响越来越大。

2003年9月,北京市海淀区法院少年法庭随机调查的100名在押未成年犯中,经常看含暴力内容的音像制品并受影响的占75%。

中国青少年研究中心副主任孙云晓说,媒体的低俗之风特别是暴力、色情内容的侵蚀,已成中国青少年暴力犯罪和性犯罪的重要诱因。

媒体暴力对现实暴力的影响编辑媒体暴力作为一个社会问题之所以愈来愈引起人们的关注,是因为很多人相信媒体暴力对社会中的现实暴力有直接或间接的影响和促进作用。

而研究人员的大量调查研究结果也证实了这一观点。

一些调查显示,偏爱暴力娱乐的儿童和年轻人比起那些很少看暴力片的孩子进攻性指数要高得多。

研究者也通过调查电视引入前后社会的变化来探求媒体暴力和真实生活中的攻击性行为之间的联系。

(一)观察、模仿:一项调查发现,在因暴力入狱的男性犯人中,有1/4到1/3的人承认他们在犯罪时有意识地模仿电视中的暴力犯罪手段,这些由现实暴力主体提供的说法也许更令人信服。

暴力视频游戏和其他暴力媒体(Part I)

暴力视频游戏和其他暴力媒体(Part I)

暴力视频游戏和其他暴力媒体(部分1)这篇文章出现在两个部分,这个问题包含我和一部分3月/4月的问题将包含在部分2中。

这包含在我的2003年的文章中有关媒体暴力对青少年的影响力中,一些媒体学者和我被国家的心理健康研究所选中,回顾了50年来有关媒体暴力和攻击性的研究。

早期的研究或者最早期的研究都集中在两个问题上:1)接触暴力媒体和攻击性行为是否有重大关联?2)这会是因果关系吗?(或者我们可以说暴力电视,视频游戏和其他媒体直接导致了我们的孩子攻击性行为吗?)结果总的来说在一些研究类型中(实验,横断面,和纵向)和视觉媒体类型(电视,电影,录像游戏)有相当的一致性。

接触暴力媒体和攻击型性行为之间有一个重要的关系。

让儿童和青少年(或青年)长时间接触视觉暴力媒体会增加他们从身体上攻击另一个人的可能性。

我们把“物理攻击”定义为在行为上伤害另一个人的身体,如用拳头触及一些对象。

在眼下的情况是一个单一的,短暂的暴露于暴力媒体下可以增加攻击性。

重复的接触一般会随着时间的推移导致攻击性的增加。

这意味着媒体暴力和攻击性行为之间存在因果关系。

发现早期的有攻击性行为的年轻人是如何学会攻击性行为的。

曾经他们发现观察性学习不仅发生在年轻人在现实当中人们的行为表现,也发生在他们在电影和电视上的角色,他们也许一开始的时候就是因为观看了暴力故事而增加了以后的攻击性行为。

换句话说,最近更多的研究关注潜在的心理机制。

最近的研究过去十年有关暴力视频游戏的研究有了一个巨大增长。

基于过去五十年在电视和电影暴力的研究和我们过去十年有关暴力视频游戏的研究,我们现在从长远来看对接触暴力可增加攻击行为的情况有了一个十分清晰的印象。

在接触了一些媒体暴力之后,之所以增加攻击性行为倾向的因素有这么几个:1)侵犯性想法的增加进而增加将一个模棱两可或者温和的挑衅解释为充满敌意行为的可能性;2)增加侵犯或敌对的情绪;3)一般唤醒(如心跳的频率)的增加会有增加主导行为的趋势;4)青年通过观察他们学习攻击性行为的新形式,在他们之后遇到足够相似的情景语境时他们会立刻扮演相同的角色。

媒体暴力英语作文

媒体暴力英语作文

Media violence has been a topic of heated debate for many years.The portrayal of violence in various forms of media,including television,movies,video games,and even music,has raised concerns about its potential impact on society,particularly on young people.Firstly,one of the most significant concerns is the potential for media violence to desensitize individuals to reallife violence.When people are exposed to violent images and scenarios repeatedly,they may become less affected by them over time.This can lead to a reduced empathy for victims of violence and a diminished understanding of the severity of violent acts.Secondly,media violence can also contribute to the normalization of aggressive behavior. When violence is depicted as a common or acceptable response to conflict,it may influence viewers to adopt similar behaviors in their own lives.This can lead to an increase in aggressive attitudes and actions,both in personal relationships and in broader society.Moreover,there is evidence to suggest that exposure to media violence can lead to increased fear and anxiety.For example,children who watch violent TV shows or play violent video games may develop a heightened sense of fear about the world around them, which can affect their mental health and wellbeing.However,it is important to note that the relationship between media violence and realworld aggression is complex and not fully understood.Some studies have found a correlation between exposure to media violence and aggressive behavior,while others have not.Additionally,factors such as individual personality traits,family environment, and social influences can also play a role in determining how someone responds to media violence.In conclusion,while the effects of media violence are still a subject of ongoing research and debate,it is clear that the portrayal of violence in the media can have significant implications for society.It is crucial for media creators to consider the potential impact of their content and for viewers to be aware of the potential effects of consuming violent media.By promoting responsible media use and fostering critical thinking skills,we can work towards a more informed and empathetic society.。

暴力视频游戏对个体共情及亲社会行为倾向的影响

暴力视频游戏对个体共情及亲社会行为倾向的影响

暴力视频游戏对个体共情及亲社会行为倾向的影响I. 内容综述随着科技的飞速发展,视频游戏已经成为了人们日常生活中不可或缺的一部分。

尤其是在青少年群体中,暴力视频游戏的普及程度越来越高。

然而近年来关于暴力视频游戏对个体共情及亲社会行为倾向的影响一直备受关注。

本文旨在通过对相关研究文献的综述,探讨暴力视频游戏对个体共情及亲社会行为倾向的影响,并为今后的研究提供一定的理论依据和实践指导。

首先本文回顾了国内外关于暴力视频游戏对个体共情影响的研究。

研究发现长期沉浸在暴力环境中的玩家可能更容易产生攻击性行为,而暴力视频游戏可能会降低玩家对他人的同理心。

这些研究结果表明,暴力视频游戏可能对个体的共情能力产生负面影响。

其次本文还探讨了暴力视频游戏对个体亲社会行为倾向的影响。

研究发现暴力视频游戏可能会导致玩家的社会道德观念淡化,从而降低他们参与亲社会行为的意愿。

此外一些研究表明,暴力视频游戏可能会影响玩家的情绪调节能力,使他们在面对他人需要帮助时表现出冷漠和无动于衷的态度。

因此暴力视频游戏可能会对个体的亲社会行为倾向产生负面影响。

本文还分析了暴力视频游戏对个体共情及亲社会行为倾向影响的机制。

研究认为暴力视频游戏中的暴力场景和角色可能会影响玩家的心理发展,导致他们形成攻击性心理和道德观念。

此外暴力视频游戏可能会通过改变玩家的情绪调节策略来影响他们的亲社会行为倾向。

本文通过对相关研究文献的综述,揭示了暴力视频游戏对个体共情及亲社会行为倾向的潜在影响。

这一研究结果对于我们理解暴力视频游戏对青少年心理健康的影响以及制定相应的干预措施具有重要意义。

暴力视频游戏的普及和影响随着科技的飞速发展,电子游戏已经成为了人们生活中不可或缺的一部分。

特别是在过去的几十年里,视频游戏行业取得了巨大的突破,各种类型的游戏应运而生。

其中暴力视频游戏作为一种特殊的类型,受到了广泛关注。

暴力视频游戏的普及和影响不仅体现在玩家个体层面,还对社会产生了一定程度的影响。

媒介暴力的社会影响

媒介暴力的社会影响

媒介暴力的社会影响媒介暴力是指利用各种媒介形式(如电影、电视、互联网、游戏等)传播、展示暴力内容的现象。

这些媒介呈现的暴力场景和暴力行为往往会对观众产生一定的社会影响。

下面将从三个方面来探讨媒介暴力的社会影响。

首先,媒介暴力对个体的认知和行为产生影响。

通过观看媒介暴力,人们会接触到大量的暴力情节和暴力行为。

这些暴力场景会潜移默化地影响人们的价值观、观念和态度。

研究表明,长期接触媒介暴力会使个体对暴力行为的认知产生偏差。

他们可能会认为暴力是解决问题的有效手段,甚至会模仿媒介中的暴力行为。

这些心理和行为上的变化会进一步导致个体在现实生活中参与和扩大暴力行为。

此外,观看媒介暴力还会使人们对暴力事件麻木不仁,对他人的痛苦和悲伤产生冷漠情绪。

其次,媒介暴力对社会问题的加剧造成了负面影响。

研究发现,暴力和媒介暴力之间存在正向的相关关系。

媒介暴力的普及和大量消费,使得社会上的暴力事件呈上升趋势。

暴力犯罪率上升、青少年犯罪增多等社会问题与媒介暴力有着密切的关系。

此外,长期接触媒介暴力也会对人们的社交关系产生负面影响。

观看媒介暴力会使人们疏远他人,增加争吵和暴力事件的发生,并进一步破坏家庭和睦和社会稳定。

最后,媒介暴力对幼儿和青少年的成长和发展造成危害。

研究表明,媒介暴力对儿童和青少年的心理和行为发育产生重要影响。

媒介暴力的观看会使他们出现攻击性行为、焦虑和抑郁等问题。

特别是在儿童和青少年的成长过程中,暴力的暴露可能会引发创伤和心理障碍。

另外,媒介暴力也会对青少年的学业、人际交往和社会适应能力产生负面影响。

因此,加强对儿童和青少年对媒介暴力的教育和引导,以及加强对媒介暴力的监管和限制,对于保护他们的身心健康至关重要。

为了应对媒介暴力的社会影响,我们应该采取一系列措施。

首先,家长和教师应加强对儿童和青少年的媒介暴力教育和引导,培养他们正确的价值观和行为规范。

其次,相关单位和机构应建立相应的监管和评估机制,限制和规范媒介暴力的传播。

暴力游戏导致暴力英语作文

暴力游戏导致暴力英语作文

The Impact of Violent Video Games on Real-World ViolenceIn recent years, the debate over the link betweenviolent video games and real-world violence has garnered significant attention. While some argue that there is no direct correlation between the two, others maintain that exposure to violent video games can have a significant impact on individuals' tendencies towards aggressive behavior. This paper aims to explore the complexrelationship between violent video games and real-world violence, examining both sides of the argument and offering a balanced perspective.**The Argument for a Link between Violent Video Games and Real-World Violence**One of the primary arguments in favor of a link between violent video games and real-world violence is the psychological impact of such games. Many studies have shown that exposure to violent media, including video games, can increase individuals' levels of aggression, anxiety, and depression. This increase in negative emotions can, in turn, lead to an increase in aggressive behavior.Additionally, the realistic graphics and immersive nature of modern video games can create a sense of detachment from reality. This detachment can make it difficult for players to distinguish between what is happening in the game and what is happening in the real world, potentially leading to a decrease in empathy and an increase in violent tendencies.**The Argument Against a Link between Violent Video Games and Real-World Violence**On the other hand, there are also arguments against a direct link between violent video games and real-world violence. One such argument is that while video games may contain violent content, they also often promote positive values such as teamwork, strategy, and problem-solving. These values can help to counterbalance the potentially harmful effects of violence in the games.Furthermore, studies have shown that the majority of individuals who play violent video games do not go on to commit violent crimes. This suggests that while exposure to violent media may have some impact on individuals, it isnot the sole factor determining whether or not someone will commit violence.**A Balanced Perspective**It is important to note that the debate over the link between violent video games and real-world violence is complex and multifaceted. While there may be some correlation between the two, it is unlikely that video games are the sole cause of violent behavior. Instead, it is more likely that a combination of factors, including personal traits, social environment, and media exposure, contribute to the development of violent tendencies.In conclusion, while there may be some truth to the argument that violent video games can have a negative impact on individuals' tendencies towards aggressive behavior, it is important to consider the broader context of this issue. Video games are just one factor among many that may contribute to the development of violent tendencies, and they should not be blamed solely for real-world violence. Instead, a more comprehensive understanding of the factors that contribute to violence is needed to effectively address this issue.**暴力电子游戏对现实暴力行为的影响**近年来,关于暴力电子游戏与现实暴力行为之间联系的争论引起了广泛关注。

2012级口语考试辩论主题(15个)

2012级口语考试辩论主题(15个)

Topic 1: Is it good for middle school students to go online?Yes: It is good for middle school students to go online.中学生上网好Useful expressions:e nrich their knowledge, m ake them board-minded, get much information, make friends, shop online, bring some advantagesNo: It is bad for middle school students to go online.Useful expressions: have some disadvantages, can’t use it correctly, be harmful to, be crazy about, playing games, study becomes worse, be cheated目1:这是初中学生上网,好吗?是的:它是为中学生上网中学生上网好好。

有用的表达:丰富自己的知识,使他们的董事会,获得了很多信息,交朋友,网上购物,带来一些优势编号:这对中学生上网是不好的。

有用的表达:有一些缺点,不能正确地使用它,是有害的,疯狂的,玩游戏,学习变得更糟,被骗Topic 2:Do examinations do more harm than good?Side A: Examinations do more good than harm.Useful expressions: a good way to evaluate students’effort, encourage students to work hard, bring some benefits, get high scoresSide B: Examinations do more harm than good.Useful expressions: exam performance, be limited, can’t evaluate the students’ achievement, bad influences to students题目2:做考试做弊大于利?方一:考试利大于弊。

暴力游戏的影响英语作文

暴力游戏的影响英语作文

暴力游戏的影响英语作文The Impact of Violent Video Games on Society.In the contemporary digital age, video games have become a ubiquitous form of entertainment, particularly among the younger generation. However, the increasingly violent nature of these games has sparked widespread debate regarding their potential impact on society. This essay aims to delve into the multifaceted effects of violent video games, exploring both their potential harms and potential benefits, while also considering the complexity of the issue and the need for balanced regulation.Firstly, let's examine the potential negative effects of violent video games. One of the most concerning aspects is their potential to desensitize players to violence. Prolonged exposure to graphic and brutal scenes of violence in games can desensitize individuals, making them less reactive to real-world violence. This desensitization can lead to a reduced capacity for empathy and an increasedlikelihood of aggressive behavior. Additionally, studies have shown a correlation between violent video game play and increased aggressive thoughts, feelings, and behaviors in players, particularly among adolescents.Moreover, violent video games can have a negative impact on children'。

暴力电子游戏是否导致暴力英语四级作文

暴力电子游戏是否导致暴力英语四级作文

暴力电子游戏是否导致暴力英语四级作文Title: Do Violent Video Games Lead to Violence?In recent years, there has been a growing debate and concern over the impact of violent video games on society, particularly on the behavior of young people. Some argue that exposure to these games can desensitize individuals to violence and even lead to aggressive behavior, while others believe that there is no conclusive evidence to support this claim. In this essay, we will explore the arguments for and against the idea that violent video games cause violence.Those who support the idea that violent video games lead to violence often point to studies that show a correlation between playing these games and aggressive behavior. For example, a study conducted by the American Psychological Association in 2015 found that playing violent video games was associated with increased aggression in both the short and long term. The researchers concluded that exposure to violence in video games can desensitize players to the suffering of others, making them more likely to engage in aggressive behavior.Additionally, proponents of this idea argue that violent video games can have a negative impact on the developing brains ofyoung people. The intense and repeated exposure to violent images and actions can lead to changes in brain function, particularly in areas related to aggression and impulse control. This, in turn, can increase the likelihood of violent behavior in real life situations.On the other hand, there are those who argue that there is no definitive proof that playing violent video games directly causes violent behavior. Critics of this idea point to the fact that many young people who play violent video games do not exhibit any aggressive tendencies in their behavior. They argue that there are many other factors that can contribute to violence, such as upbringing, mental health, and social environment.Furthermore, some studies have suggested that playing violent video games can actually have a cathartic effect on individuals, allowing them to release their aggression in a safe and controlled environment. By engaging in virtual violence, players may be less likely to act out in real life situations.In conclusion, the debate over whether violent video games cause violence is still ongoing. While there is evidence to suggest a link between playing these games and aggressive behavior, it is important to consider all factors that may contribute to violence. It is essential to conduct further research in this area todetermine the true impact of violent video games on society. Ultimately, it is up to individuals, parents, and policymakers to make informed decisions about the role of these games in our lives.。

暴力游戏会使人暴力吗英语作文

暴力游戏会使人暴力吗英语作文

Violent Games: A Cause for Real-LifeViolence?In the contemporary era, violent video games have become a staple of popular culture, captivating the imagination of millions worldwide. These games, often characterized by intense action, bloody conflicts, and explicit violence, have sparked a debate about their potential impact on players' behavior. The question lingers: Do violent games lead to violent behavior in real life?This essay explores this complex issue, considering both sides of the argument and drawing from research to providea nuanced understanding.On the one hand, some argue that violent video games desensitize players to violence, making them more likely to engage in aggressive behavior in real-world situations.This view is supported by studies that show a correlation between playing violent games and increased aggression in players. These studies often involve experiments where participants' aggressive tendencies are measured before and after playing violent games, revealing a significant increase in aggression following exposure to such content.Moreover, the interactive and immersive nature of these games can intensify the effect. Players are not passive observers but active participants in the violent scenarios, which may lead them to normalize and even justify violent behavior. This normalization of violence can spill overinto real-life situations, potentially increasing the likelihood of aggressive or violent actions.However, the argument is not without its critics. Other researchers point to the limitations of correlational studies, noting that they cannot establish causation. Just because there is a correlation between playing violent games and increased aggression does not mean that the games are the cause of the aggression. There could be other confounding variables, such as underlying psychological issues or environmental factors, that contribute to aggressive behavior.Furthermore, longitudinal studies that trackindividuals over extended periods suggest that the link between violent games and real-life violence is more tenuous than initially thought. While some players may experience a temporary increase in aggression after playingviolent games, this effect does not necessarily translate into long-term changes in behavior.Additionally, it's worth noting that not all players respond to violent games in the same way. Individual differences in temperament, personality, and coping mechanisms play a significant role in how people processand react to the content they consume. Some players may be able to distinguish between the virtual world and reality, while others may be more susceptible to the influence of violent media.It's also important to recognize that violence in video games often serves as a narrative device, providing context and motivation for the actions of characters. In many cases, the violence depicted in games is not glorified or celebrated but rather a means to an end within the game's fictional universe. Moreover, games often include messages about the consequences of violence and the importance ofnon-violent conflict resolution.In conclusion, the debate surrounding the impact of violent video games on real-life behavior is complex and multifaceted. While there is evidence to suggest thatviolent games may have some influence on players' aggressive tendencies, the extent of this influence and its long-term consequences remain unclear. It's crucial to consider the individual differences among players and the ways in which games are designed and consumed. Ultimately, a balanced approach that takes into account both the potential risks and benefits of violent games is necessary to foster a healthy and responsible gaming culture.**暴力游戏:现实暴力的诱因吗?**在当代社会,暴力视频游戏已经成为流行文化的一部分,吸引了世界各地数百万人的想象力。

十大网络暴力事件

十大网络暴力事件

十大网络暴力事件近年来,随着网络社交的普及,网络暴力事件也时有发生。

多数网络暴力事件起因于言论冲突、对政治、宗教等议题的不同看法,而现今的网络暴力事件更加危险、难以掌控。

以下是十大网络暴力事件。

一、Gayssot法案Gayssot法案,又称为法国纪念大屠杀及反犹太主义法律,于1990年7月13日在法国国民议会通过,规定谈论大屠杀及反犹太主义言论是非法行为。

该法案在互联网上引起了激烈的争议,有人认为它侵犯了言论自由,也有人认为它是对历史的尊重。

二、谷歌在中国退出2010年,谷歌因不满中国政府的网络审查制度,宣布退出中国市场。

这件事引起了国际社会的广泛关注,很多人认为这是对中国政府审查制度的一种批评,而政府则认为这是对国家尊严的侵犯。

三、麦考利家庭事件麦考利家庭事件是2011年在美国佛罗里达州发生的一起案件,当时一名18岁的女孩因失踪而被家庭发现。

事后,她声称她曾被绑架,并遭到性暴力和虐待。

然而,这些指控被当地媒体和网民质疑,最终证明其指控属实。

四、辱母事件2013年,一位东北年轻人在微博上发表了一篇辱骂母亲的言论,引起了广泛谴责。

此后,他成为众矢之的,被多人谩骂和攻击,导致他的神经失常。

五、马航MH370失踪事件2014年,马来西亚航空公司的MH370航班在飞行途中突然失踪。

此后几个星期里,网民使用各种方式搜索它的行踪,但是没有任何有意义的进展。

这件事引起了许多争议,包括谴责谣言、政府的沉默和对失踪事件的调查和报告。

六、安倍谈话事件2015年8月,日本首相安倍晋三发布谈话,表示已经对日本在二战中对亚洲邻国的侵略和战争罪负责,但是民族主义者和右翼团体在网络上对此进行攻击和指责。

七、吐槽大会事件2015年6月,湖北一名学生在微博上发表了一篇吐槽大会的博客,谈论了他对其中的艺人和节目的看法。

然而,他的言论遭到了网民的攻击和谩骂,最终导致他失学。

八、硕士毕业论文事件2017年,一位中国女孩在其硕士毕业论文中引用了一些英文的资料,但是她被认为抄袭了这些资料。

媒体暴力和攻击行为-2019年文档

媒体暴力和攻击行为-2019年文档

媒体暴力和攻击行为[编者按]传媒尤其是现代传媒对青少年越轨产生了深刻的影响,这不仅表现为传媒所传播的内容与青少年越轨之间具有很强的相关性,而且滥用传媒本身也可能被视为一种越轨。

本期选取的三篇文章,既有媒体暴力对攻击行为模型的理论梳理与总结,又有以暴力电子游戏引发青少年攻击行为的例证,以探究传媒与攻击等越轨行为的相关性。

同时以青少年网瘾是否构成越轨为话题,界定滥用网络传媒导致网络成瘾与越轨的界限。

一、引言随着信息技术的发展,大众媒体已经成为影响个体社会化进程的重要因素。

媒体(电视、电影、音乐、视频游戏)中的暴力内容对儿童、青少年的心理和生理影响已经成为全世界普遍关注的问题,Anderson等人对之展开研究,并积累了丰富的研究成果。

Anderson等人最初研究暴力电影、电视、音乐对个体的影响,后来随着暴力视频游戏的出现,又把研究重点集中在暴力视频游戏对个体攻击行为、敌意认知和负性情绪情感状态的影响上,并在研究过程中先后提出一般情感攻击模型和一般攻击模型。

二、攻击模型(一)一般情感攻击性模型(GAAM)Anderson等人提出的一般情感攻击性模型(Anderson CA,Deuser WE,DeNeve KM,1995;Anderson cA,Anderson KB,DeuserWE,1996a)是对以往情感攻击理论的整合,包括Berkowitz的认知一联结模型(1993),Green的情感攻击模型(1990),zillmann 的兴奋传输模型(1983),Baron的消极情绪逃跑模型(1979)等。

一般情感攻击模型包括四个部分:输入变量、当前内部状态、评估过程和行为结果。

输入变量是在当前情形下影响个体当前状态的任何变量,包括个体变量和情境变量。

个体变量指个人在当前情境中的某些人格特征,如攻击型人格、蛮不讲理的态度。

情境变量即情境中的各种重要特征,如拥挤、高温、挫折事件、暴力媒体、攻击线索等。

例如,如果你在高温、拥挤的场合下遇见一个蛮不讲理的人就很有可能发生争吵,这时如果情境中有攻击线索(如刀、枪)就可能导致严重的攻击行为。

暴力影像游戏会导致暴力吗英语作文

暴力影像游戏会导致暴力吗英语作文

暴力影像游戏会导致暴力吗英语作文全文共3篇示例,供读者参考篇1Violent Video Games: Do They Lead to Violence?In recent years, the debate over whether violent video games can lead to real-life violence has become increasingly prominent. While some argue that there is a clear link between the two, others believe that this correlation is not as straightforward as it may seem. In this essay, we will explore the arguments on both sides of the debate and consider the potential consequences of consuming violent media.Those who argue that violent video games can lead toreal-life violence often point to research studies that have found a correlation between playing these games and aggressive behavior. For example, a study published in the Journal of Experimental Social Psychology found that participants who played violent video games were more likely to exhibit aggressive thoughts and behavior compared to those who played non-violent games. Additionally, some researchers have suggested that exposure to violent media can desensitizeindividuals to violence, making them more likely to engage in aggressive behavior in the real world.On the other hand, critics of the idea that violent video games cause real-life violence point to the fact that correlation does not equal causation. While it is true that there may be a link between playing violent video games and aggressive behavior, this does not necessarily mean that one causes the other. Some argue that individuals who are already predisposed to aggressive behavior may be more likely to seek out and enjoy violent media, rather than the media causing the aggression itself.Furthermore, it is important to consider the role of other factors in shaping an individual's behavior. Family dynamics, social environment, and mental health can all play a significant role in determining how an individual responds to violent media. It is simplistic to suggest that exposure to violent video games alone can lead to real-life violence without considering the complex interplay of factors that contribute to human behavior.Despite the ongoing debate over the effects of violent video games, it is clear that there are potential consequences to consuming this type of media. Research has shown that exposure to violent media can increase feelings of aggression, decrease empathy, and desensitize individuals to violence.Additionally, studies have suggested that prolonged exposure to violent video games can have a negative impact on cognitive functioning and decision-making skills.In conclusion, the question of whether violent video games can lead to real-life violence is a complex and multifaceted issue. While there may be a correlation between playing these games and aggressive behavior, it is important to consider the role of other factors in shaping an individual's behavior. It is also important to recognize the potential consequences of consuming violent media and to consider the ways in which we can promote healthy attitudes towards violence in society. Ultimately, the debate over violent video games and their impact on behavior is ongoing, and it is likely to continue to be a topic of discussion for years to come.篇2Can Violent Video Games Cause Violence?In recent years, there has been a growing concern about the impact of violent video games on individuals, particularly on young people. Critics argue that exposure to violent imagery in games can lead to aggressive behavior and desensitization to violence. However, there is still a debate among researchers andpsychologists about the connection between violent video games and real-life violence.Those who believe that violent video games can cause violence point to studies that have found a correlation between playing violent games and aggressive behavior. For example, some studies have shown that individuals who play violent video games are more likely to exhibit aggressive thoughts, emotions, and behaviors. Additionally, some researchers have found that exposure to violent video games can lead to desensitization to violence, meaning that individuals become less sensitive to violence and more likely to engage in aggressive behavior.On the other hand, there are also researchers who argue that there is no direct causal link between playing violent video games and committing violent acts. They point to the fact that the vast majority of individuals who play violent video games do not engage in violent behavior. Additionally, they argue that other factors, such as family environment, mental health, and social influences, play a much more significant role in determining an individual's likelihood of committing violence.It is important to note that the debate over whether violent video games cause violence is not limited to the scientific community. It is also a topic of public debate and policydiscussion. Some policymakers have proposed regulations to restrict the sale of violent video games to minors, while others argue that such restrictions would infringe on freedom of speech and expression.In conclusion, the question of whether violent video games cause violence is a complex and contentious issue. While there is evidence to suggest a correlation between playing violent games and aggressive behavior, there is still no consensus on a direct causal link. More research is needed to fully understand the impact of violent video games on individuals and society as a whole. In the meantime, it is essential for parents, educators, and policymakers to be aware of the potential risks associated with violent video games and to take steps to mitigate those risks.篇3Violent Video Games Lead to Violence: Fact or Fiction?IntroductionIn recent years, the debate over whether violent video games lead to real-life violence has been a hot topic. Many studies have been conducted to investigate the effects of playing violent video games on individuals, especially young people. While some believe that playing violent video games candesensitize players to violence and lead to aggressive behavior, others argue that there is no direct correlation between playing violent video games and real-life violence. This essay will explore both sides of the argument and present evidence from various studies to help readers form their own opinions on this controversial issue.The Argument in Favor of the Link between Violent Video Games and AggressionProponents of the idea that violent video games lead to real-life violence argue that exposure to violent content can desensitize individuals to aggression and increase their likelihood of engaging in violent behavior. According to the General Aggression Model (GAM), playing violent video games can increase aggressive thoughts, emotions, and behaviors by priming players with aggressive scripts and desensitizing them to the consequences of violence (Anderson et al., 2003). Moreover, the Social Learning Theory posits that individuals learn and imitate behaviors by observing and mimicking others, including characters in video games (Bandura, 1986). Therefore, exposure to violent video game content can lead to the internalization of violent norms and behaviors.Numerous studies have provided support for the link between playing violent video games and aggressive behavior. For example, a study conducted by Bushman and Anderson (2002) found that playing violent video games increased aggressive thoughts, emotions, and behaviors in bothshort-term and long-term contexts. Additionally, a meta-analysis conducted by Anderson et al. (2010) found a significant correlation between playing violent video games and aggressive behavior across multiple studies, supporting the idea that exposure to violent content can lead to increased aggression.The Argument against the Link between Violent Video Games and AggressionOn the other hand, opponents of the idea that violent video games lead to real-life violence argue that there is no direct causal relationship between playing violent video games and aggressive behavior. Some researchers suggest that the correlation between playing violent video games and aggression may be spurious and influenced by other factors, such aspre-existing aggression, family environment, and social context (Ferguson, 2015). Moreover, the vast majority of individuals who play violent video games do not engage in violent behavior, indicating that there are other factors at play in determiningwhether playing violent video games leads to aggression (Ferguson, 2015).Several studies have also refuted the link between playing violent video games and aggressive behavior. For example, a longitudinal study conducted by Ferguson and Olson (2014) found that there was no evidence to support the idea that playing violent video games led to increased aggression over time. Additionally, a meta-analysis conducted by Ferguson et al. (2013) suggested that the relationship between playing violent video games and aggressive behavior may be weaker than previously thought, with other factors playing a more significant role in determining aggressive behavior.ConclusionIn conclusion, the debate over whether violent video games lead to real-life violence is far from settled. While some studies suggest a link between playing violent video games and aggression, others argue that the relationship may be more nuanced and influenced by various factors. Ultimately, more research is needed to fully understand the effects of playing violent video games on individuals, especially young people. In the meantime, it is essential for parents, educators, and policymakers to stay informed about the potential risks andbenefits of playing violent video games and to help ensure that individuals make informed choices about their video game consumption.ReferencesAnderson, C. A., & Bushman, B. J. (2002). Human aggression (Vol. 1). Psychology Press.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.Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., ... & Saleem, M. (2010). Violent video game effects on aggression, empathy, and prosocial behavior in Eastern and Western countries: A meta-analytic review. Psychological bulletin, 136(2), 151.Bandura, A. (1986). Social foundations of thought and action: A social cognitive theory. Englewood Cliffs, NJ: Prentice-Hall.Ferguson, C. J. (2015). Does the link between aggression and video game violence exist?. Handbook of Digital Games, 978.Ferguson, C. J., & Olson, C. K. (2014). Friends, fun, frustration and fantasy: Child motivations for video game play. Motivation and Emotion, 38(6), 858-267.Ferguson, C. J., San Miguel, C., Garza, A., & Jerabeck, J. M. (2012). A longitudinal test of video game violence influences on dating and aggression: A 3-year longitudinal study of adolescents. Journal of Psychiatric Research, 46(2), 141-146.。

关于暴力游戏是否会导致暴力的作文英语

关于暴力游戏是否会导致暴力的作文英语

The Impact of Violent Video Games onYouth Violence: A Controversial DebateIn the modern era of technology, video games have become a ubiquitous form of entertainment, especially among the younger generation. However, the debate over whether violent video games contribute to real-world violence has persisted for years, sparking controversies and divided opinions among experts, parents, and policymakers. This issue is particularly pertinent given the increasing number of violent incidents reported among youths, who are often heavily immersed in these types of games.On one side of the argument, proponents believe that there is a direct correlation between violent video games and aggressive behavior in young people. They argue that the constant exposure to graphic violence and aggressive imagery in these games desensitizes players to violence, making them more likely to engage in aggressive and violent acts in real life. Furthermore, these games often reward players for displaying violent behavior, which may encourage a mindset of violence as a solution to problems.However, opponents of this view argue that there is no conclusive evidence to support a direct causal link between violent video games and real-world violence. They point out that while there may be a correlation between the two, it does not necessarily mean that one causes the other. They suggest that other factors, such as family background, mental health issues, and social environment, play a more significant role in determining a person's tendency towards violence.Additionally, some studies have found that violent video games may actually have some positive effects on players. For example, some research suggests that playing these games may improve problem-solving skills and hand-eye coordination. While this does not negate the potential negative impacts, it does suggest that violent video games may not be entirely harmful.The debate over the impact of violent video games on youth violence is complex and multifaceted. While there is no consensus among experts, it is important to consider the potential risks associated with these games, especially given the widespread access and popularity among youths.Parents and educators should be vigilant in monitoringtheir children's gaming habits and encouraging balanced and responsible use of technology.Policymakers also play a crucial role in regulating the content of video games and ensuring that they are appropriate for different age groups. By implementingstrict guidelines and regulations, they can help mitigate the potential harmful effects of violent video games on young people. However, it is important to strike a balance between protecting children and respecting their right to choose their own forms of entertainment.In conclusion, the impact of violent video games on youth violence is a contentious issue that requires a comprehensive approach. While there is no definitive evidence to suggest that these games directly cause violence, their potential to desensitize players and encourage aggressive behavior cannot be ignored. It is crucial for society to address this issue from multiple angles, including parental supervision, educational intervention, and policy regulation, to ensure that youngpeople are able to grow up in a safe and healthy environment.**暴力电子游戏对青少年暴力的影响:一场有争议的辩论** 在科技发达的现代,电子游戏已成为一种无处不在的娱乐形式,尤其是年轻一代中。

媒体暴力对青少年攻击性行为的影响

媒体暴力对青少年攻击性行为的影响

媒体暴力对青少年攻击性行为的影响近年来,社会普遍关注媒体暴力对青少年攻击性行为的影响。

随着媒体技术的不断发展,电视、互联网、游戏等媒体形式中的暴力内容日益增多,已经成为青少年日常生活中不可回避的一部分。

然而,媒体暴力对青少年攻击性行为的影响是一个复杂而且有争议的问题,涉及不同学科的研究领域。

首先,媒体对青少年攻击性行为的影响是多方面的。

首先,过于暴力的媒体内容可能导致青少年模仿暴力行为。

年轻人处于模仿学习的阶段,他们容易受到所见所闻的影响而模仿一些不良行为。

暴力电影、暴力游戏以及网络上的暴力内容不断刺激着青少年的视觉和听觉感受,使他们认为暴力是一种解决问题的方式,从而可能导致他们在现实生活中展现出更多的攻击性行为。

其次,媒体对青少年的思考方式和价值观产生影响。

暴力媒体内容的频繁接触会影响并改变青少年的思考方式,使他们更加倾向于以暴力解决问题。

不良的价值观和道德观念也可能被灌输给他们,导致他们对暴力行为产生误导性认知。

然而,需要注意的是,并非所有的青少年都会受到媒体暴力的影响,个体差异和其他因素如家庭、教育环境等也需要考虑。

此外,媒体暴力对青少年的影响在实际生活中并不是单一、直接的。

研究表明,家庭环境和教育对青少年行为的影响同样重要。

家庭是青少年成长的重要环境,父母和其他家庭成员的教育方式和价值观对青少年的塑造具有不可忽视的作用。

如果家庭环境关注暴力问题并严格限制青少年接触不良媒体,可能会减缓媒体暴力对其攻击性行为的影响。

此外,学校和社会各界也应共同努力,加强青少年的心理辅导和道德教育,帮助他们正确看待媒体暴力,并培养健康的行为习惯。

然而,有关媒体暴力对青少年攻击性行为的影响研究并没有达成完全一致的结论。

有些研究认为媒体暴力是导致青少年攻击性行为增加的原因之一,而其他研究则认为媒体暴力只是一个相对较弱的因素,影响被其他因素所主导。

研究者们指出,个体的心理和个性特质、社会支持以及家庭教育等多方面因素都会对青少年的攻击性行为产生影响,因此无法简单地将媒体暴力作为唯一的影响因素来解释。

媒介暴力的社会影响

媒介暴力的社会影响

媒介暴⼒的社会影响论媒介暴⼒的社会影响摘要:媒介暴⼒(media violence)指“电影、电视、电⼦游戏、报刊等媒体含有或刊载暴⼒内容,并对⼈们正常⽣活造成某种不良影响的暴⼒现象”。

媒介暴⼒包括真实暴⼒和虚拟暴⼒两种形式,媒介对社会暴⼒的现象报道属于真实暴⼒,虚拟暴⼒则是指⽂艺节⽬中包含的暴⼒现象,如警匪剧、武侠剧、电⼦游戏中的暴⼒⾏为。

关键词:媒介暴⼒、影响、媒介⾏为暴⼒信息时代的飞速发展促进了近年来中国传媒业迅速发展,⼤多数媒体在产业化、市场化的浪潮中,出于经济利益与竞争激烈的考虑,⼤众媒体在商业动机刺激下⽇益普及⼀种“低⽔平的满⾜”现象,同时由于⼈们的媒介素养不乐观以及⽣活的压⼒,导致媒介暴⼒现象愈演愈烈。

媒介的暴⼒⽂化现象在媒体中的普及率越来越⾼,意味着⼈们有更多的机会接触媒介暴⼒。

⽽媒介暴⼒社会的影响主要体现在⼈的影响上。

具体表现为:观察模仿、暗⽰激发、虚拟参与等现象。

⼀、媒介暴⼒的影响⽅式1、观察模仿⼀项调查发现,在因暴⼒⼊狱的男性犯⼈中,有1/4到1/3的⼈承认他们在犯罪时有意识地模仿电视中的暴⼒犯罪⼿段,这些由现实暴⼒主体提供的说法也许更令⼈信服。

这也说明了诸如侦探或者警匪影视作品中的暴⼒因素会提供给⼈们⼀些犯罪的⼿段或者⽅法。

在⼀定程度上对社会的稳定带来影响。

2、暗⽰激发⼀些研究者认为,媒体暴⼒激起或暗⽰了⼈们的进攻性思想感表,进⽽促成了暴⼒⾏为的实施,个体想要出击的愿望被媒体画⾯证明是正当的,因为在画⾯中⽆论是英雄还是坏蛋都使⽤暴⼒复仇,并且常常没有对错和结果。

在丹泽尔华盛顿主演的电影《迫在眉睫》之中,⼀个⽗亲为了拯救患有⼼脏病的⼉⼦不得不通过绑架威胁医院的⼈这种暴⼒⼿段来达到⽬的。

虽然我们可以说他的出发点是伟⼤的,他获得的结果的也是符合他的⽬的,但是影⽚⿎励⼈们运⽤暴⼒⽅式对待⽣活中的⿇烦。

这种暗⽰激发是媒介中潜移默化的影响。

⼆、媒介对暴⼒的“美化”在信息时代,⼈们每天都会有意⽆意地从报纸、杂志、⼴播、电视、⽹络等媒体接受⼤量的信息。

媒体暴力演讲稿英文版范文

媒体暴力演讲稿英文版范文

Today, I stand before you to address a pressing issue that has been increasingly gaining attention in our society – media violence. Therise of media violence has been a topic of concern for many years, andit has become more evident than ever before. In this speech, I will discuss the definition of media violence, its impact on society, and the necessary steps to combat this problem.Firstly, let us define what we mean by media violence. Media violence refers to the depiction of aggressive or violent behavior in various forms of media, including television, movies, video games, and the internet. These depictions often involve acts of violence, such as murder, assault, and sexual violence, which are portrayed in a graphic and disturbing manner.The impact of media violence on society is profound and multifaceted. One of the most significant effects is the potential for aggression and desensitization. Studies have shown that individuals who are exposed to high levels of media violence are more likely to exhibit aggressive behavior, such as bullying and violence in interpersonal relationships. Moreover, prolonged exposure to media violence can lead to desensitization, where individuals become numb to the pain and suffering of others, thereby increasing the likelihood of engaging in violent behavior.Another consequence of media violence is the normalization of aggression. When violence is depicted as a common and acceptable part of everyday life, it can normalize aggressive behavior and make it seem less abnormal. This can have a detrimental effect on society, as it may encourage individuals to view violence as a legitimate means ofresolving conflicts, thereby perpetuating a cycle of aggression and violence.Furthermore, media violence can have negative effects on mental health. Individuals who are exposed to media violence may experience increased levels of anxiety, depression, and post-traumatic stress disorder (PTSD). The graphic and disturbing depictions of violence can leave a lasting impact on the mind, leading to long-term psychological consequences.To combat the issue of media violence, several steps need to be taken by various stakeholders.Firstly, it is crucial for parents and guardians to be vigilant about the content their children are exposed to. By monitoring theirchildren's media consumption and engaging in discussions about the content, parents can help shield them from the negative effects of media violence. Additionally, parents should encourage their children to engage in activities that promote empathy, compassion, and non-violent conflict resolution.Secondly, the media industry itself must take responsibility for the content they produce. This includes television networks, movie studios, video game developers, and internet platforms. These entities should adopt stricter guidelines for the depiction of violence and ensure that their content is age-appropriate. Moreover, they should promote positive role models and portray characters engaging in non-violent behavior as heroes.Thirdly, policymakers and government officials must enact legislation that regulates the production and distribution of violent media. This may involve imposing ratings systems, restricting the advertising of violent content, and providing funding for research on the effects of media violence. Additionally, governments should invest in programs aimed at promoting media literacy and critical thinking skills among the public.Lastly, educators and mental health professionals play a crucial role in addressing the issue of media violence. Schools should incorporate media literacy programs into their curricula, teaching students how to critically analyze and evaluate media content. Mental health professionals should be equipped with the necessary skills to identify and treat individuals who have been negatively affected by media violence.In conclusion, media violence is a significant issue that requires the attention and cooperation of various stakeholders. By taking proactive measures, we can minimize the negative effects of media violence onsociety and promote a healthier, more peaceful world. Thank you for your attention.。

是否应对暴力视频游戏进行限制

是否应对暴力视频游戏进行限制

是否应对暴力视频游戏进行限制随着科技的不断发展,电子游戏已经成为人们日常生活中不可或缺的一部分。

然而,随之而来的是对暴力视频游戏是否应该进行限制的争议。

一方面,有人认为这些游戏会对玩家产生负面影响,导致暴力行为的增加;另一方面,也有人认为这只是一种娱乐方式,玩家可以自主选择是否参与。

本文将探讨是否应对暴力视频游戏进行限制,并从多个角度进行分析。

1. 暴力视频游戏的定义和特点在开始讨论之前,我们首先需要明确暴力视频游戏的定义和特点。

暴力视频游戏是指那些以暴力、血腥、恶心等元素为主题或内容的电子游戏。

这些游戏通常包含虚拟角色之间的打斗、杀戮、爆破等场景,玩家可以通过操控角色来进行各种暴力行为。

2. 暴力视频游戏与现实行为之间的关系关于暴力视频游戏与现实行为之间的关系,学界存在着不同的观点。

一些研究表明,长时间接触暴力视频游戏可能会导致玩家对暴力行为的麻木和冷漠,甚至增加实际暴力行为的发生率。

然而,也有其他研究认为,这种关联并不明确,因为游戏本身只是一种娱乐方式,并不能直接导致现实行为的改变。

3. 未成年人与暴力视频游戏在讨论是否应对暴力视频游戏进行限制时,我们需要特别关注未成年人。

未成年人的心智发展尚未成熟,他们更容易受到外界影响。

一些研究发现,过度接触暴力视频游戏可能会对未成年人的心理健康产生负面影响,包括增加攻击性行为、降低同理心等。

因此,一些国家和地区已经采取了限制措施,要求销售商在向未成年人销售这类游戏时进行严格的限制。

4. 自主选择与监管之间的平衡在讨论是否应对暴力视频游戏进行限制时,我们需要权衡自主选择和监管之间的平衡。

一方面,作为成年人,我们应该有权自主选择自己的娱乐方式,包括玩暴力视频游戏。

另一方面,我们也需要考虑到未成年人和弱势群体的保护,以及社会对公共安全的关注。

因此,限制措施应该在保护个人自由的同时,也要考虑到社会责任和公共利益。

5. 教育与引导的重要性除了限制措施,教育与引导也是非常重要的一环。

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暴力视频游戏和其他暴力媒体(部分1)
这篇文章出现在两个部分,这个问题包含我和一部分3月/4月的问题将包含在部分2中。

这包含在我的2003年的文章中有关媒体暴力对青少年的影响力中,一些媒体学者和我被国家的心理健康研究所选中,回顾了50年来有关媒体暴力和攻击性的研究。

早期的研究或者最早期的研究都集中在两个问题上:
1)接触暴力媒体和攻击性行为是否有重大关联?
2)这会是因果关系吗?
(或者我们可以说暴力电视,视频游戏和其他媒体直接导致了我们的孩子攻击性行为吗?) 结果总的来说在一些研究类型中(实验,横断面,和纵向)和视觉媒体类型(电视,电影,录像游戏)有相当的一致性。

接触暴力媒体和攻击型性行为之间有一个重要的关系。

让儿童和青少年(或青年)长时间接触视觉暴力媒体会增加他们从身体上攻击另一个人的可能性。

我们把“物理攻击”定义为在行为上伤害另一个人的身体,如用拳头触及一些对象。

在眼下的情况是一个单一的,短暂的暴露于暴力媒体下可以增加攻击性。

重复的接触一般会随着时间的推移导致攻击性的增加。

这意味着媒体暴力和攻击性行为之间存在因果关系。

发现早期的有攻击性行为的年轻人是如何学会攻击性行为的。

曾经他们发现观察性学习不仅发生在年轻人在现实当中人们的行为表现,也发生在他们在电影和电视上的角色,他们也许一开始的时候就是因为观看了暴力故事而增加了以后的攻击性行为。

换句话说,最近更多的研究关注潜在的心理机制。

最近的研究
过去十年有关暴力视频游戏的研究有了一个巨大增长。

基于过去五十年在电视和电影暴力的研究和我们过去十年有关暴力视频游戏的研究,我们现在从长远来看对接触暴力可增加攻击行为的情况有了一个十分清晰的印象。

在接触了一些媒体暴力之后,之所以增加攻击性行为倾向的因素有这么几个:1)侵犯性想法的增加进而增加将一个模棱两可或者温和的挑衅解释为充满敌意行为的可能性;
增加侵犯或敌对的情绪;
3)一般唤醒(如心跳的频率)的增加会有增加主导行为的趋势;
4)青年通过观察他们学习攻击性行为的新形式,在他们之后遇到足够相似的情景语境时他们会立刻扮演相同的角色。

媒体暴力是如何增加攻击性行为的?
因为和时间几个相关因素,重复观看媒体暴力会随着时间的推移通过一系列的情况增加攻击性。

首先它创造了更多的攻击性的态度,依赖和期望用暴力解决有关的人际关系问题。

换句话说,青年人会认为侵犯行为是正常的,适当的,并且可能会成功。

这也导致了侵犯行为的增加,个体会以为这个社会和世界就是以这种思维方式运转的。

重度的媒体暴力倾向于向观众推销这个世界充满敌意。

此外它还降低了对于处理冲突采用非暴力方式的认知。

甚至个体会认为非暴力的解决方案变得更加困难。

媒体暴力也产生了对于侵犯和暴力的情感脱敏。

正常情况下,人都有冲突,侵略和暴力等负面的情感反应,这也可以看做是他们在心理层面对于观察的的暴力作出的反应(就像在娱乐媒体上的真实或虚构的)。

例如,观看肢体暴力通常会导致增加心率和血压,以及某些脑波模式。

而这些正常的负面情绪反应往往可以抑制攻击行为,也可以激发助人行为。

重复的观看媒体暴力会减少这些正常的负面情绪反应。

最后,对于任何类型的技巧和方式或者想法进行重复学习都会使那种技能或思维方式变得自动化。

重复的影响也包括学习如何挑衅。

被动接触活跃的媒体对于暴力事件的影响
大多数的研究都集中在电视/电影暴力(所谓的被动媒体),主要是与视频游戏相比它已经存在的太久了。

然而,最近现有的对于暴力视频游戏研究的文献与电视和电影研究相比已经产生了相同的影响。

在理论层面,已经有理由相信暴力视频游戏比暴力电视或电影可能会有更大的有害影响。

这是一个非常困难的研究问题,目前没有明确的答复。

但是最近的研究表明,与被动的屏幕媒体相比,直接的视频游戏会找到更大的暴力影响。

暴力视频游戏和学校枪击事件
主流的媒体暴力研究人员不相信正常的,完全有适应环境能力的孩子玩儿暴力视频游戏将会变成一个校园枪手。

思考这个问题的最好的方式是接触危险因素。

这里有三个要点需要记住。

首先,个体在发展中有许多风险因素会引发个体行使侵犯或暴力行为的方式。

包括生物因素,家庭因素,社区因素等等。

媒体暴力是这些因素当中风险最高的。

其次,极端的侵犯行为,如故意伤害和谋杀,通常只在有许多高风险因素同时存在时才会存在。

换句话说,所有的高风险因素都是极端侵犯行为的“充分必要”条件。

当然了,吸烟不是肺癌的必要原因和足够的原因,但它的确是一个重要的原因。

人只有很少的一个高风险因素(我想说从不)导致谋杀。

最后,在大多数的现代社会接触媒体暴力会是发生侵犯行为最常见的且最主要的危险因素。

它也是对于父母来说最容易改变的风险因素。

玩横多的暴力游戏不可能在一个正常的年轻人转变成杀手的过程中扮演没有,一个,甚至两个风险因素。

但是不管有多少其他风险因素存在于年轻人的生活中,玩儿暴力游戏的确伴随青年人的增长会在短期内随着时间的推移增加他们在肢体上存在攻击行为的频率。

高危人群的攻击性
有些研究证明个体在接触暴力视频游戏之前可能已经相当具有攻击性了,但这种说法并没有一定的说服性。

同样的,视频游戏的影响偶尔出现男性比女性更大,但这样的结果是罕见的。

大多数研究发现男性和女性收到的影响是一样的,高攻击和低攻击的个体也受同样的影响。

另外有一个额外的点也值得记住:科学家们在不断接触暴力电视、电影或视频游戏的人当中找不出不受负面影响的。

现实与幻想的暴力
围绕在暴力视频游戏的一个神话是对于它的观念,如果个人能区分暴力媒体和现实,那么他不可能有对个人不利的影响。

当然从前提上说这个结论没有遵循逻辑关系。

事实上,大多数的研究已经演示了暴露在暴力媒体之下和随后出现的侵犯行为之间的因果联系,个体在这个过程中也都意识到了所观察到的媒体中的暴力并不现实。

例如,许多研究使用了年轻人被试,他们都知道电视节目,影片的剪辑或他们接触的游戏并不真实。

这些研究仍然产生了典型的在媒体暴力影响下后续的表现出侵犯行为。

矛盾(反对)的研究
在任何研究领域,一些研究都从原来大多数的研究中找到产生不同的影响的类型。

如果这不是真的,那么在一项研究中只需要执行,我们就会在一个特定问题上找到“真正”的答案。

不幸的是,科学并没有这么简单。

为什么有不同的研究人员发现不同的研究结果呢?部分问题可能是有些研究使用的样本量太小难以产生一个一致的结果。

但是在每个研究中即使有一个更大的样本量,我们仍然不会得到一个与原结果完全相同的结果。

在任何实验结果中机会(运气,可能性)都会扮演一些角色。

因此,即使所有的测试条件都相同,结果在某种程度上都会有所不同。

测试条件很复杂。

每项研究通常在几个方面与其他研究相比也会有所不同。

考虑到同样问题的科学研究在纯粹机会的基础上也会有不同的结果,我们该如何汇总我们在一组研究中总结的结果呢?一种方法是在研究中着眼于平均结果。

这就是荟萃分析的本质。

当一个人对暴力视频游戏做全面的荟萃分析研究文献时,明确的结论会变得相当一致。

平均而言,接触暴力视频游戏与之后增加的侵犯行为有明显的效果。

那个结论在青少年和年轻的成年人,和在北美,日本和西欧的青年中设计的三个主要研究也已经被证实(实验,横断面和纵向)。

类似的对于暴力电视和电影的荟萃分析研究文献也产生了相同的,或者相当一致的效果。

除了小的样本量和机会因素,第三个因素是一些为数不多的自相矛盾的研究可以解释为用可怜方法得出的结果。

例如,一个经常被引用的未能找到视频游戏不能实际测量攻击性行为的研究;反而他测量的测量参数来源于朋友或配偶。

同样的研究也不能显示参与者在“高暴力视频游戏”条件下实际上比“低暴力视频游戏”参与者玩儿了更多的暴力视频游戏。

当你单独的研究那些那些好与进行的但有重大缺陷的研究时,你会发现正规的研究比不正规的研究在暴力电子游戏对攻击性的平均效果要更大。

组织妥当的研究和组织不妥当的研究都要进行小样本量的研究。

但是最主要的一点就是,即使是组织妥当的研究,类似的样本量也不会产生相同的结果。

出于这个原因,任何一般的有关研究都应该专注于研究集中地结果而不仅仅是个人的研究。

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