暴力的なゲームも有害ではないらしい 雑感・呟き
「政府が金を回す」のなれの果てかな→ 【画像あり】 ギリシャの暴動がとんでもないことになってる件 http://news020.blog13.fc2.com/blog-entry-2161.html #経済 #リフレ #愛国 #保守 #政治 #JNSC #自民党 #ネトウヨ #民主党 #侵日
【画像あり】 ギリシャの暴動がとんでもないことになってる件
http://news020.blog13.fc2.com/blog-entry-2161.html
朝鮮学校での悲惨な体験、こんな環境にいたら狂うわ
http://u1sokuhou.ldblog.jp/archives/50343203.html
あした同じクラスのDQNとタイマンなんだがお前ら喧嘩の必勝法教えろ
http://majikichi.com/archives/6686242.html
暴力的なゲームはストレスを軽減、テキサスA&M大学の研究で明らかに
http://gs.inside-games.jp/news/241/24111.html
テキサスA&M大学が最近行った研究により、暴力的ゲームをプレイすることでストレスが軽減されることが明らかとなりました。
この研究はヒスパニック系公立大学の生徒103人(男性:62人、女性:41人で人種はヒスパニック:98人、コーカサス:3人、未回答:2人)に対して定速聴覚連続付加検査(PASAT)を行いストレスを与えた後、彼らを以下の4つのグループに分けてストレス値の変化を比較するという方法で行われました。
グループ1: Hitman: Blood Moneyをプレイさせる。
グループ2: Call of Duty 2をプレイさせる。
グループ3: Madden 2007(アクションを含むが、非暴力のゲーム)をプレイさせる。
グループ4: ゲームをプレイさせない(彼らには技術的な不調でゲームがプレイできないと伝えられた)。
そして追跡調査を含む様々な測定の結果、次のような結論が導き出されました。
■暴力的ゲームを短期間プレイする事による攻撃性の変化は見られなかった。
■実生活においても暴力的ゲームをプレイする事による攻撃性の変化は見られなかった。
■ランダム化された短期間のプレイでも攻撃性と同様、敵対的な感情およびストレスの変化は見られなかった。
■対照的に暴力的ゲームを長期間プレイした事によって敵対的な感情およびストレスの低下が見られた。
■暴力的なゲームをプレイした被験者はそれほど積極的ではなかったが、敵対的な感情およびストレスが低下していた。
今回の研究結果を発表したChristopher Ferguson氏およびStephanie Rueda氏は次のようにまとめています。
「政治的によく利用される(残念な事にこれは科学界にまで及ぶ)暴力的ゲームに関する熱情は“空騒ぎ”であり、結局のところゲームは単なるゲームなのかもしれません」
なお彼らは今回のヒスパニック系大学の生徒によるサンプルが“大学生ではない人”や“他の人種集団”に適用されるべきではないとし、最大の注意を払って結果を一般化する必要があると伝えています。
(ソース: GamePolitics via GamePro)
Study: Playing Violent Games Helps with Stress and Depression
http://gamepolitics.com/2010/07/12/study-playing-violent-games-helps-stress-and-depression
When not deflating the findings of game-hating researchers, Texas A&M International University Associate Professor Christopher Ferguson often conducts his own studies, including a recent example which indicates that violent videogame players handle stress better than non-players and can actually feel less depressed and stressful following a session with aggressive games.
The Hitman Study: Violent Video Game Exposure Effects on Aggressive Behavior, Hostile Feeling and Depression (press release) was authored by Ferguson and his fellow TAMIU colleague Stephanie Rueda. The study included 103 students from a “Hispanic-serving public university” in the Southern U.S. 62 were male and 41 were female, with 98 Hispanics, three Caucasian and two who declined to answer.
The authors utilized a Paced Auditory Serial Addition Task (PASAT), which involves an accelerating sequence of simple numbers, in order to cause frustration in the participants. Those being studied played one of three games (Hitman: Blood Money, Call of Duty 2 or Madden 2007) post-PASAT. Madden was used in order to allow the researchers to “include a game with action, yet which was non-violent.”
Additionally, a fourth “no-game” control group was also used, in which participants were told that a technical malfunction would not allow them to play a game. This condition allowed “for the three video game conditions to be compared to time-related “cool down “from the initial frustration of the PASAT task.”
Ferguson and Rueda also utilized a version of the Taylor Competitive Reaction Time Test (TCRTT), in which participants are pitted against fictional opponents (which those being studied think are real) in a reaction time game. Participants, if they win, can choose both the “intensity and duration” of the blast” aimed at their “opponent.” The researchers also used various methods to measure videogame playing habits, aggressiveness, hostile feelings and depression severity. A follow-up survey was also conducted.
The researchers concluded:
No evidence was provided that short-term exposure to violent video games either increased or decreased aggressive behavior in the laboratory. Similarly violent game exposure in real life was not related to laboratory aggression. Given the use of effect size confidence intervals we can conclude that our evidence contradicts both the social learning and catharsis hypotheses regarding violent video game effects on aggressive behavior.
As with aggressive behavior, the evidence did not support that short-term randomized exposure to violent video games either increased or decreased hostile feelings or depression. By contrast long-term exposure to violent video games was associated with reduced hostile feelings and depression following a stressful task. Subjects who were exposed to violent video games were not less aggressive, but they were less hostile and depressed.
It was also noted that violent videogames could possibly considered as “mood management tools,” which could help treat mood disorders and other health-related issues.
Taking a little jab at other researchers, the pair added:
The fervor over violent video games which has become intensely politicized (we would argue this unfortunately extends to the scientific community) may be ‘much ado about nothing.’ In the end, a game may simply be a game.
Two caveats were posed about the study however: the sample of predominantly college Hispanic students should not be applied to “non-college populations” or to “other ethnic groups,” while “generalizing results using laboratory aggression measures… to serious acts of physical aggression or violence must be undertaken with the greatest caution, given the external validity limitations of such measures.”
Posted inAcademiaChris FergusonGame Consumer NewsGames & CultureGames & HealthVideo Game ResearchVideo Games Made Me Do ItViolence Issues
暴力ゲームと若者の破壊衝動は無関係…テキサスA&M大学の研究チームが報告
http://jin115.com/archives/51845460.html
0
【画像あり】 ギリシャの暴動がとんでもないことになってる件
http://news020.blog13.fc2.com/blog-entry-2161.html
朝鮮学校での悲惨な体験、こんな環境にいたら狂うわ
http://u1sokuhou.ldblog.jp/archives/50343203.html
あした同じクラスのDQNとタイマンなんだがお前ら喧嘩の必勝法教えろ
http://majikichi.com/archives/6686242.html
暴力的なゲームはストレスを軽減、テキサスA&M大学の研究で明らかに
http://gs.inside-games.jp/news/241/24111.html
テキサスA&M大学が最近行った研究により、暴力的ゲームをプレイすることでストレスが軽減されることが明らかとなりました。
この研究はヒスパニック系公立大学の生徒103人(男性:62人、女性:41人で人種はヒスパニック:98人、コーカサス:3人、未回答:2人)に対して定速聴覚連続付加検査(PASAT)を行いストレスを与えた後、彼らを以下の4つのグループに分けてストレス値の変化を比較するという方法で行われました。
グループ1: Hitman: Blood Moneyをプレイさせる。
グループ2: Call of Duty 2をプレイさせる。
グループ3: Madden 2007(アクションを含むが、非暴力のゲーム)をプレイさせる。
グループ4: ゲームをプレイさせない(彼らには技術的な不調でゲームがプレイできないと伝えられた)。
そして追跡調査を含む様々な測定の結果、次のような結論が導き出されました。
■暴力的ゲームを短期間プレイする事による攻撃性の変化は見られなかった。
■実生活においても暴力的ゲームをプレイする事による攻撃性の変化は見られなかった。
■ランダム化された短期間のプレイでも攻撃性と同様、敵対的な感情およびストレスの変化は見られなかった。
■対照的に暴力的ゲームを長期間プレイした事によって敵対的な感情およびストレスの低下が見られた。
■暴力的なゲームをプレイした被験者はそれほど積極的ではなかったが、敵対的な感情およびストレスが低下していた。
今回の研究結果を発表したChristopher Ferguson氏およびStephanie Rueda氏は次のようにまとめています。
「政治的によく利用される(残念な事にこれは科学界にまで及ぶ)暴力的ゲームに関する熱情は“空騒ぎ”であり、結局のところゲームは単なるゲームなのかもしれません」
なお彼らは今回のヒスパニック系大学の生徒によるサンプルが“大学生ではない人”や“他の人種集団”に適用されるべきではないとし、最大の注意を払って結果を一般化する必要があると伝えています。
(ソース: GamePolitics via GamePro)
Study: Playing Violent Games Helps with Stress and Depression
http://gamepolitics.com/2010/07/12/study-playing-violent-games-helps-stress-and-depression
When not deflating the findings of game-hating researchers, Texas A&M International University Associate Professor Christopher Ferguson often conducts his own studies, including a recent example which indicates that violent videogame players handle stress better than non-players and can actually feel less depressed and stressful following a session with aggressive games.
The Hitman Study: Violent Video Game Exposure Effects on Aggressive Behavior, Hostile Feeling and Depression (press release) was authored by Ferguson and his fellow TAMIU colleague Stephanie Rueda. The study included 103 students from a “Hispanic-serving public university” in the Southern U.S. 62 were male and 41 were female, with 98 Hispanics, three Caucasian and two who declined to answer.
The authors utilized a Paced Auditory Serial Addition Task (PASAT), which involves an accelerating sequence of simple numbers, in order to cause frustration in the participants. Those being studied played one of three games (Hitman: Blood Money, Call of Duty 2 or Madden 2007) post-PASAT. Madden was used in order to allow the researchers to “include a game with action, yet which was non-violent.”
Additionally, a fourth “no-game” control group was also used, in which participants were told that a technical malfunction would not allow them to play a game. This condition allowed “for the three video game conditions to be compared to time-related “cool down “from the initial frustration of the PASAT task.”
Ferguson and Rueda also utilized a version of the Taylor Competitive Reaction Time Test (TCRTT), in which participants are pitted against fictional opponents (which those being studied think are real) in a reaction time game. Participants, if they win, can choose both the “intensity and duration” of the blast” aimed at their “opponent.” The researchers also used various methods to measure videogame playing habits, aggressiveness, hostile feelings and depression severity. A follow-up survey was also conducted.
The researchers concluded:
No evidence was provided that short-term exposure to violent video games either increased or decreased aggressive behavior in the laboratory. Similarly violent game exposure in real life was not related to laboratory aggression. Given the use of effect size confidence intervals we can conclude that our evidence contradicts both the social learning and catharsis hypotheses regarding violent video game effects on aggressive behavior.
As with aggressive behavior, the evidence did not support that short-term randomized exposure to violent video games either increased or decreased hostile feelings or depression. By contrast long-term exposure to violent video games was associated with reduced hostile feelings and depression following a stressful task. Subjects who were exposed to violent video games were not less aggressive, but they were less hostile and depressed.
It was also noted that violent videogames could possibly considered as “mood management tools,” which could help treat mood disorders and other health-related issues.
Taking a little jab at other researchers, the pair added:
The fervor over violent video games which has become intensely politicized (we would argue this unfortunately extends to the scientific community) may be ‘much ado about nothing.’ In the end, a game may simply be a game.
Two caveats were posed about the study however: the sample of predominantly college Hispanic students should not be applied to “non-college populations” or to “other ethnic groups,” while “generalizing results using laboratory aggression measures… to serious acts of physical aggression or violence must be undertaken with the greatest caution, given the external validity limitations of such measures.”
Posted inAcademiaChris FergusonGame Consumer NewsGames & CultureGames & HealthVideo Game ResearchVideo Games Made Me Do ItViolence Issues
暴力ゲームと若者の破壊衝動は無関係…テキサスA&M大学の研究チームが報告
http://jin115.com/archives/51845460.html
0
テーマ: ゲーム全般(電源有り)
