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1)  aggressive video games
暴力性电子游戏
1.
Research states that aggressive video games affect the aggressive behavior and aggressive feelings of acoles- cents,especially to people who is aggressive before.
研究发现,暴力性电子游戏对青少年的攻击行为和情感都有影响,对于那些本身就有暴力倾向的青少年来讲更是如此。
2)  violent video games
暴力电子游戏
1.
This article reviewed the recent empirical findings concerning the effects of violent video games on aggression and the measurement method, discussed its psychological mechanism and features, and summarized the past theoretical discussion of the psychological mechanism as four stages.
文章综述了暴力电子游戏对攻击行为及相关变量影响的测量方法和实证研究结果,分析了这种影响的心理机制和特点,文章认为对这种心理机制的理论探讨经历了四个阶段,元分析表明暴力电子游戏增加了游戏者的攻击行为、攻击认知、攻击情感、生理唤醒,最后文章指出以往研究中存在的问题和未来可能的发展方向。
2.
Many researches on the relationship between violent video games and the aggressive variables show that: violent video games exposure increases aggressive thoughts, aggressive feelings, aggressive behaviors, physiological arousal, and makes the individual desensitize to the real violence, which leads to the decrease of prosocial behaviors.
大量有关暴力电子游戏与攻击变量关系的研究表明:接触暴力电子游戏可以提高攻击认知水平与生理唤起水平,增加攻击情感与攻击行为,还有可能使个体对于真实暴力情境产生脱敏而导致亲社会行为的减少。
3)  Violent Computer Games
暴力电脑游戏
4)  violent video game
暴力性视频游戏
1.
With a sample of 32 violent video game regular players,the study examined the effect and its attentional mechanism of violent video game cues eliciting playing desire by the cue-exposure paradigm,the emotion stroop paradigm and the separated emotion stroop paradigm.
以32名经常玩暴力性游戏的高中学生为被试,采用线索暴露范式、情绪Stroop范式和分离式情绪Stroop范式探讨了暴力性视频游戏线索对诱发游戏者游戏欲望的作用及其注意机制。
5)  violence game
暴力游戏
1.
On producing mechanism of campus violence and violence game criminal psychology;
论校园暴力及暴力游戏罪过心理生成机制
6)  video game
电子游戏
1.
Video games usually adopt the following time strategies such as suspending "present time","future time", breaking time, and combining objective and psychological time and so on, which are features of the arts of video games as well.
悬置"现在"、"未来",时间碎片化,客观时间与心理时间重合,强化时间刻度等,是电子游戏艺术常采用的时间策略,也是电子游戏艺术性的根本表征之一。
2.
It contains abundant education value and plays an important role in the initiation of learning motivation, the cultivation of creative thinking, the forming of research-based way of learning and the cultivation of information quality, especially in the merging of video games and school-based curriculum.
电子游戏是课程资源之一,因为游戏是生活——客观生活、虚拟生活、主观生活,是文化艺术,它理当作为一种课程资源。
3.
Adolescent engagement in video game playing is becoming one of the major concerns of parents and schools in China s urban areas.
 利用修订的中文版电子游戏问卷对济南市4所初中1762名被试进行了测查,考察初中生玩电子游戏的现状与特点。
补充资料:电子游戏
操纵计算机线路进行的游戏。有依靠电池供电的手控机关进行和利用电视屏幕、计算机终端进行,以及利用设在游艺室内的大型设备进行等多种。始于20世纪60年代末。今已形成许多种游戏项目。如足球、棒球、国际象棋的电子游戏等,也有组字和数字的游戏。
说明:补充资料仅用于学习参考,请勿用于其它任何用途。
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