暴力电子游戏,violent video games
1)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。
英文短句/例句

1.Review of the Effect of Violent Video Games on Children and Adolescents;暴力电子游戏对儿童及青少年的影响研究综述
2.Violent Video Games and Aggression;暴力电子游戏对攻击行为及相关变量的影响
3.The Effect Mechanism of Violent Video Games towards Adolescents' Aggressive Behaviors暴力电子游戏对青少年攻击行为的影响机制
4.The Influence of Personality Traits and Playing Violent Video Games on Adolescent Aggressive Cognition Bias;人格特质、暴力电子游戏对青少年攻击性认知偏向的影响
5.The Contrast Study of Effect of Violent Video Games on Instant Desensitization between Positive Playing and Passive Viewing;主动参与与被动观看暴力电子游戏即时脱敏效应的比较研究
6.Short Term Desensitizing Effects of Violent Video Games:Comparison Between Two Exposure Ways暴力电子游戏的短期脱敏效应:两种接触方式比较
7.A Review of Effects of Aggressive Video Games on the Adolecent Aggressive Behavior;暴力性电子游戏对青少年攻击行为的影响
8.Nintendo is riding the crest of an American videogame market that has been punctuated by sharp boom-and-bust cycles.任天堂现高居周斯性暴起暴落的美国电子游戏机市场之巅峰。
9.The Attentional Mechanism of Violent Video Game Cues Inducing Playing Desire暴力性视频游戏线索诱发游戏欲望的注意机制
10.Effect from Net Violence towards Behavior of Youngsters;网络暴力游戏对青少年暴力行为的影响
11.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
12.Relativity between Juvenile Behavior and Online Violent PC Games网络暴力游戏与青少年暴力行为的相关性
13.Cell-phone Games Development on the Basis of J2ME--Thunder and Lightning Storm基于J2ME的手机游戏开发——雷电风暴
14.My new video game player came with three game cartridges included.我的新电子游戏机附有三盘游戏带。
15.An Analysis on Cyber Violence Games of Teenagers in Guangzhou广州市青少年网络暴力游戏状况分析
16.In this study, researchers randomly assigned adolescents to play either a violent or a nonviolent game, he said.而在本研究中,研究人员随机指定青少年玩暴力或非暴力游戏。
17.game of skill or chance, with electronic display技巧游戏机或碰运游戏机,带有电子显示器
18.Discussion on Sports and Games;议体育与游戏——有感电子竞技应回归游戏的本质
相关短句/例句

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。
3)Violent Computer Games暴力电脑游戏
4)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
5)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。
6)Video games电子游戏
1.Nowadays video games become favour of college students.电子游戏成为现今大学生的宠爱,也是占有他们自由时间最多的娱乐,电子游戏的本质特征与大学生的个性特征有着很多的相似之处,电子游戏体现的就是一种个性追求的理念,是发掘大学生的个性潜能优势的有效媒介。
2.There are very close contact between film and video games, because they have similar aesthetic theory, communication channel and target market.同样以视听为主要传播手段,同样以视听体验为途径获得乐趣和享受,有着大致相同的目标市场的电影和电子游戏之间有着密切联系,而且呈现出一种全方位融合的趋势。
3.Many students have no interesting in learning and a few students pay action to video games because of these problems.这些问题导致学生在学习过程中体会不到读书的乐趣,个别学生将注意力转向电子游戏,有些甚至到了一发不可收拾的地步。
延伸阅读

电子游戏机的由来电子游戏机的由来首创电子游戏机的威廉米勒在世界各地现拥有近800个企业,至少有6亿美元的资产,是全美国400个最富人士之一.在年轻时威廉米勒却为生活所迫干过许多工作,包括掘地,淘金,驾驶货车等.他回忆说:"我很想进入大学读书,可是没有足够的经济能力."他曾在一家财务公司任职员,通过不断努力,终于成为一家分公司经理.1958年他开始担任电脑设计员,自此他对电脑有了深刻认识.1969年,他开设了属于自己的第一家电脑公司,但只是做一些软件设计.1975年制造了一个小型电脑游戏机,但很快倒闭了.1976年9月,威廉米勒以仅余的1万美元大量收购电脑零件,经过改装后再以平价出售.接着,他又开设了电脑游戏机店,当时电子游戏机大受欢迎,销路越来越大,总结自己的成功秘诀时,威廉米勒说:"人们只要说出需要什么,你就能满足他们,甚至有时还带动他们.此外,必须向长远看,还需要有决心,千万不要半途而废."