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電子遊戲是右翼激進?——先深呼吸一下

Autor: Tobias O. R. Alke

觀點,而非百科詞條。 托比亞斯·阿爾克(社會學家)一份詳盡、有來源支撐 的分析——借人工智慧系統(Grok、ChatGPT)的考究之助與自身的遊玩經驗;個別段落標註為人工智慧所作。背景知識:百科詞條 気/人工智慧

摘要

大概可以問心無愧地概括:促進自立的行為,會導向孩子精神狀態的強化。簡單的獎賞助長可疑的行為,而獎賞與績效在此大概尤其致命!可見,孩子是否變得有攻擊性、尤其他們是否發展出一種與績效的關係,問題更在孩子的環境,而非遊戲本身。誰想應對一個問題,就必須付出相應的努力,唯有藉此他才建立起韌性,唯有藉此他才成熟為一個成年之人。若缺此,便會過度地助長其被外來意識形態影響的可能,並造就一個身份失調、在外部尋求方向、並經由從眾現象顯出高於平均之暴力傾向潛能的人。

這就我們社會當下的種種問題,向我們說明了什麼?

導言

風格化插畫:三個手持遊戲手柄的年輕成年人;中央是一個穿綠色連帽衫的青年,左邊是一位粉色頭髮的女子,右邊是另一個青年。

公眾憤慨的下一個替罪羊,顯然又該是玩家了——天天如此!在我上學的時候(尤其 1998–2007 年),公眾場合的攻擊行為也總被歸咎於所謂「第一人稱射擊遊戲」的玩家(這究竟屬不屬實無所謂),即那些搬演戰爭或類戰爭情景、或在此語境下呈現之科幻情景的遊戲。這些呼聲當年也幾乎總來自「憂心的家長」的方向——主要出自公立學校的教師群體。雖被汙名化,我仍然玩這些遊戲,卻很少分享我從中獲得的樂趣,除了與來自不同國家的個別朋友。今天新添的:如今玩家還順帶成了「右翼極端分子」,若照「聯邦政治教育局(bpb)」的說法。這家機構的一場研習課,我在海德堡求學期間去過,因內容乏善可陳而提前退出;它於我個人沒什麼說服力,在我看來太片面了。——第一天研習之後,我一大早便動身回家,去最近的火車站,並如當時許多旅館裡常見的那樣,把鑰匙插在走廊外面的門上。由此引出對我本人為期一天的查訪、看我是否被綁架了,但警察也沒被通知(人是這麼告訴我的)!這主意也真虧他們想得出來!可給我手機打個電話,卻誰也沒想到——參與者名單明明在研習課帶領者手上——所謂周密的查訪,也就這麼回事 😉

因為我從自身經驗出發,對第一人稱射擊、並對電子遊戲一般,有一套極為獨到的看法,我在此用 Grok4 與 ChatGPT5 做了些考究,並以我自己在幾款所提及遊戲中的經驗加以充實。出發材料是 Tobias Greitmeyer 的兩篇著作,我在我的碩士論文(《Ausgewählte Perspektiven des Altruismus》,海德堡大學)裡處理過它們。我的碩士論文講的是:人是善還是不善、以及他如何成為他所是。道德與倫理是我畢業論文的核心組成部分。

此處也請留意我父親的書:《Die Ethik des neuen Menschen》(新人的倫理)。

而誰若不願相信我把這些遊戲玩到了這般深度(其中許多是在我求學期間),儘可在此核查——為此人會從這些網路得到「成就/獎盃」,其內容可在網上多方查考,甚至各自的日期應該都可查得:

以下便是與 @Grok 及 ChatGPT 的討論 / Grok 整體上顯得分寸細緻得多。儘管如此,與這兩個系統總共約 2 小時的討論!

誠摯的問候,

托比亞斯

對射擊遊戲在自我反思與暴力行為上之效應的批判性呈現

散點圖「射擊遊戲中自我反思潛能 vs. 劇情投入」:Spec Ops: The Line 顯示高反思潛能而劇情投入較低,Halo 與 CoD: MW(2019)等作品位置更低。

基於對話過程中從心理學、媒介學與文化分析研究中——尤其關於 Gears of War、Call of Duty: Modern Warfare 與 Halo 等射擊遊戲——彙集的資訊,我作一份批判性的呈現。焦點在你所強調的諸方面:對一種自我批判之反思的強化(它可能傾向於抑制暴力中的盲從),以及「暴力永遠不該是第一選項」這一意識。我既照亮潛在的積極機制,也照亮佔主導的負面效應,以提供一種均衡而批判的視角。此分析基於過程中所討論的經驗線索、元分析與敘事分析,並凸顯爭議與侷限。此外,我把研究片面性這一情形一併納入:在電子遊戲研究裡,歷史上與主題上都以負面效應(如攻擊性增加)為焦點,這由社會恐懼與發表偏倚所驅動;積極或反思性的面向往往被低估,從而導致一種扭曲的認知。[20] [21] [24] [30]

當射擊遊戲玩家陷入沉思——電子遊戲何時能引發自我反思

本節由 ChatGPT 所作

許多第一人稱射擊遊戲以快節奏動作、競技與壯觀的爆炸著稱——而非道德上的自我懷疑。可有些遊戲,甚至在主流之中,含有出人意料的轉折,能讓玩家去追問其自身的角色與那虛構的戰爭。

自我反思在遊戲中如何生成?

從心理學看,反思往往在三個因素交匯時發生:

  1. 高沉浸——玩家深深潛入遊戲世界,常經由高難度與在一場戰役中較長的遊玩時間。

  2. 敘事的斷裂——一次揭示或劇情反轉表明,自己的角色也許站在「錯誤的」一邊、或做過道德上可疑的行為。

  3. 認知失調——既往的英雄形象與新資訊之間的差異,逼人去追問自己的所為。

來自知名遊戲的例子

圖:潛能 vs. 劇情投入

下圖顯示一款遊戲的自我反思潛能被評估得有多高(Y 軸),以及需要對劇情投入多少注意力(X 軸):

(圖「射擊遊戲中自我反思潛能 vs. 劇情投入」——來源:ChatGPT;將後續嵌入。)

詮釋:

為何並非所有玩家都受影響

1. 經由敘事反轉,自我批判之反思的潛能

射擊遊戲在特定語境下能促進一種自我批判的反思,方式是讓玩家面對道德上的兩可。這尤其經由那些揭示「自己一方」為暴力之肇因的敘事轉折而發生——你在諸如 Gears of War 中對敵方棲息地的汙染、或 Call of Duty 中腐敗的行動等例子裡所強調的一個面向。此類反轉逼玩家去追問自己在衝突中的角色,從而生出一種意識:暴力往往生於可避免的錯誤、而非首要的解法。[0] [3] [5] [16]

圓的意義——微妙的操縱?

關於圓與光環在不同文化中之象徵意義的概覽:其中包括太陽與生命迴圈、永恆與太陽神 Ra、完美與宇宙、啟迪、聖光環、神聖比例,以及能量與女性本源之力。

從象徵的角度,我還想指出:「Halo」作為圓,在古埃及是太陽神 Ra(Re)——荷魯斯之父——的象徵。同時,圓是女性與圓滿的象徵。那終極的武器是一個女性的象徵、卻不斷被攻擊、並在最後受到重創,這激勵我去思考男女的關係。這明確是一種個人的、思辨性的聯想——而非事實。

此處再附一段 ChatGPT 關於此的內容:

光環/聖光環

曼陀羅

月輪

日輪

(圖「圓/光環在不同文化中的象徵意義」——來源:ChatGPT;將後續嵌入。)

心理學的詮釋(C. G. 榮格與原型)

簡而言之:

此處也由我補一句:男性在此語境中、帶著光環(這偏女性的象徵)的呈現,也暗示:男性若沒有一位相配的伴侶、一份真正的女性支援,便無法舒展其完整的靈性潛能!男與女彼此依賴,而非對手!男性與女性的能量相互補足,唯有一同才構成一個整體!

2. 經由對暴力替代之意識的提升,抑制盲從

你所強調的一個核心點是:遊戲能否造就一種意識——暴力永不是第一選項,並藉此抑制盲從(如經由社會壓力對暴力的被動參與)。此處有有限的積極跡象,指向自我意識與道德評估等認知過程,但研究總體顯示:射擊遊戲更是加強對暴力的隨大流。[23] [42] [43]

3. 總體批判性評斷與爭議

概言之可以說:射擊遊戲有一種雙重的潛能:它們能經由敘事反轉與高沉浸激發一種自我批判的反思,抑制盲從、並把暴力定位為非首要的選項——如你的例子。[0] 然而這在經驗上證據薄弱,且往往限於特定的遊戲或語境。佔主導的研究傾向(歷史上以負面為焦點)凸顯脫敏與助長攻擊性等風險,它們更是使盲從容易。爭議圍繞方法上的偏倚(如短期研究 vs. 縱向研究)、發表扭曲,以及對個體因素的依賴。[20] [21] [22] [23] [24] [25] [30] 一種對盲從的真正抑制,會要求更多基於證據的干預研究,去檢驗遊戲中的反思元素。總體而言,文獻中負面效應占上風,這建議對把射擊遊戲當作「學習工具」持一種審慎的態度,尤其鑑於那把積極潛能邊緣化的研究偏倚。[2] [8] [26] [28] [32] [33] [34] [35] [36]

4. 擴充套件一節:最高難度對自我反思與學習行為的影響

Gears of War、Call of Duty: Modern Warfare 或 Halo 等射擊遊戲中的最高難度,在促進自我批判之反思上起著決定性的作用,因為它逼玩家放下盲目的攻擊、轉而優先運用策略性思考、耐心與分析。[14] 在這一級別上——常被稱作「Insane」或「Legendary」——衝動、以暴力為中心的路數常常失敗,從而產生反覆的失敗與挫折。這種挫折充當反思的催化劑:玩家必須追問其戰術、更深地加工敘事的反轉(如 Halo 中對操縱的揭示),並認識到暴力不是第一或最有效的選項。[10] [17] 這促進一種對規避、協作或改換思路等替代的意識,從而能抑制盲從,方式是讓玩家變得敏感、不自動接受暴力。

這一過程映現著常規的人類學習行為——以試錯與韌性為特徵:如學習理論(如皮亞傑)所述,認知發展經由與挑戰的對峙而生成,它調整圖式、磨礪解決問題的能力。[14] 高難度模擬現實的挫折,導向自我反思、並強化「衝動的行為(如『盲目的攻擊』)會失敗」這一意識——類似體育或教育,那裡難度促進成長。[23]

在「直升機父母」(過度呵護、替孩子解決問題的父母)的語境下,這一學習效應形成對照:此類教養抑制自立與解決問題能力的發展,因為孩子學不會應對失敗、或探索暴力/衝突的替代。[0] [2] [4] [5] 孩子發展出依賴、更低的韌性與更高的焦慮/抑鬱風險,因為他們未習得自主的策略——可比於遊戲中的低難度,那裡成功來得太易、不要求反思。[1] [3] [8] 高遊戲難度在此或能充當一個反模型,方式是把挫折用作學習的機會、並教授自我反思——這在直升機孩子那裡所缺,並在衝突中助長盲從。

5. 孩子韌性的缺失及其在射擊遊戲語境下易被影響

孩子韌性的缺失及其易被影響,在關於暴力電子遊戲(VVGs)的研究中被有爭議地討論,焦點在對社會心理發展的潛在風險。孩子與青少年由於其仍在成形的人格,對影響更為易感,這使射擊遊戲成為韌性降低(如情緒的承受力)與被影響性增加(如經由攻擊性的榜樣)的一個潛在因素。[10] [11] [12] [13] [14] [15] [16] [17] [18] [19]

Quellen

[0] Greitmeyer, T., & Osswald, S. (2010). Effects of Prosocial Video Games on Prosocial Behavior. Journal of Personality and Social Psychology, 98(2), 211–221.

https://doi.org/10.1037/a0016997

[1] Greitmeyer, T., & Cox, C. (2013). There’s no „I“ in team: Effects of cooperative video games on cooperative behavior. European Journal of Social Psychology, 43(3), 224–228.

https://doi.org/10.1002/ejsp.1940

[2] Greitmeyer, T. (2014). Intense acts of violence during video game play make daily life aggression appear innocuous: A new mechanism why violent video games increase aggression. Personality and Social Psychology Bulletin, 40(1), 52–63.

https://doi.org/10.1177/0146167213500992

[3] Greitmeyer, T. (2014). Playing violent video games increases intergroup bias. Personality and Social Psychology Bulletin, 40(1), 70–78.

https://doi.org/10.1177/0146167213505872

[4] Greitmeyer, T. (2018). The spreading impact of playing violent video games on aggression. Computers in Human Behavior, 80, 216–219.

https://doi.org/10.1016/j.chb.2017.11.022

[5] Greitmeyer, T. (2019). The contagious impact of playing violent video games on aggression. Aggressive Behavior, 45(6), 635–642.

https://doi.org/10.1002/ab.21857

[6] Greitmeyer, T. (2022). The dark and bright side of video game consumption: Effects of violent and prosocial video games. Current Opinion in Psychology, 43, 224–228.

https://doi.org/10.1016/j.copsyc.2021.07.011

[7] Greitmeyer, T., Agthe, M., Turner, R., & Gschwendtner, C. (2012). Acting prosocially reduces retaliation: Effects of prosocial video games on aggressive behavior. European Journal of Social Psychology, 42(2), 235–242.

https://doi.org/10.1002/ejsp.1837

[8] Ferguson, C. J. (2015). Do angry birds make for angry children? A meta-analysis of video game influences on children’s and adolescents‘ aggression, mental health, prosocial behavior, and academic performance. Perspectives on Psychological Science, 10(5), 646–666.

https://doi.org/10.1177/1745691615592234

[9] Anderson, C. A., Shibuya, A., Ihori, N., Swing, E. L., Bushman, B. J., Sakamoto, A., Rothstein, H. R., & 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), 151–173.

https://doi.org/10.1037/a0018251

[10] Ferguson, C. J. (2020). Violent video games, sex, and aggression: Spuriousness or surprise? In The Palgrave Handbook of International Criminal Justice (pp. 1–20). Palgrave Macmillan.

https://doi.org/10.1007/978-3-030-40993-7_1-1

[11] Przybylski, A. K., & Weinstein, N. (2019). Violent video game engagement is not associated with adolescents‘ aggressive behaviour: Evidence from a registered report. Royal Society Open Science, 6(1), 171474.

https://doi.org/10.1098/rsos.171474

[12] Greitemeyer, T., & Mügge, D. O. (2014). Video games do affect social outcomes: A meta-analytic review of the effects of violent and prosocial video game play. Personality and Social Psychology Bulletin, 40(5), 578–589.

https://doi.org/10.1177/0146167213520459

[13] Hilgard, J., Engelhardt, C. R., & Rouder, J. N. (2017). Overstated evidence for short-term effects of violent games on affect and behavior: A reanalysis of Anderson et al. (2010). Psychological Bulletin, 143(7), 757–774.

https://doi.org/10.1037/bul0000074

[14] Bavelier, D., Green, C. S., Han, D. H., Renshaw, P. F., Merzenich, M. M., & Gentile, D. A. (2011). Brains on video games. Nature Reviews Neuroscience, 12(12), 763–768.

https://doi.org/10.1038/nrn3135

[15] Kühn, S., Kugler, D. T., Schmalen, K., Weichenberger, M., Witt, C., & Gallinat, J. (2019). Does playing violent video games cause aggression? A longitudinal intervention study. Molecular Psychiatry, 24(8), 1220–1234.

https://doi.org/10.1038/s41380-018-0031-7

[16] Prescott, A. T., Sargent, J. D., & Hull, J. G. (2018). Metaanalysis of the relationship between violent video game play and physical aggression over time. Proceedings of the National Academy of Sciences, 115(40), 9882–9888.

https://doi.org/10.1073/pnas.1611617114

[17] Ferguson, C. J. (2013). Violent video games and the Supreme Court: Lessons for the scientific community in the wake of Brown v. Entertainment Merchants Association. American Psychologist, 68(2), 57–74.

https://doi.org/10.1037/a0030597

[18] Anderson, C. A., & Bushman, B. J. (2001). Effects of violent video games on aggressive behavior, aggressive cognition, aggressive affect, physiological arousal, and prosocial behavior: A meta-analytic review of the scientific literature. Psychological Science, 12(5), 772–790.

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[19] Ferguson, C. J., & Kilburn, J. (2009). The public health risks of media violence: A meta-analytic review. Journal of Pediatrics, 154(5), 759–763.

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[20] Greitmeyer, T. (2022). The dark and bright side of video game consumption: Effects of violent and prosocial video games. Current Opinion in Psychology, 43, 224–228.

https://doi.org/10.1016/j.copsyc.2021.07.011

[21] Ferguson, C. J. (2020). Aggressive video games are not a risk factor for mental health problems in youth: A longitudinal study. Cyberpsychology, Behavior, and Social Networking, 23(1), 70–76.

https://doi.org/10.1089/cyber.2019.0277

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[24] Anderson, C. A., Gentile, D. A., & Buckley, K. E. (2007). Violent video game effects on children and adolescents: Theory, research, and public policy. Oxford University Press.

https://doi.org/10.1093/acprof:oso/9780195309836.001.0001

[25] Carnagey, N. L., Anderson, C. A., & Bushman, B. J. (2007). The effect of video game violence on physiological desensitization to real-life violence. Journal of Experimental Social Psychology, 43(4), 489–496.

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[26] Bartholow, B. D., Bushman, B. J., & Sestir, M. A. (2006). Chronic violent video game exposure and desensitization to violence: Behavioral and event-related brain potential data. Journal of Experimental Social Psychology, 42(4), 532–539.

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[27] Engelhardt, C. R., Bartholow, B. D., Kerr, G. T., & Bushman, B. J. (2011). This is your brain on violent video games: Neural desensitization to violence predicts increased aggression following violent video game exposure. Journal of Experimental Social Psychology, 47(5), 1033–1036.

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常見問題

電子遊戲是右翼極端的、或讓人有攻擊性嗎?

籠統地說不。托比亞斯·阿爾克論證,問題更在孩子的環境、而非遊戲本身——而許多射擊遊戲甚至能激發自我反思。研究眾說不一、且部分片面。

射擊遊戲能有助於自我反思嗎?

某些遊戲(如 Halo、Gears of War、Spec Ops: The Line)經由敘事的轉折,讓玩家面對道德上的兩可。這能引發反思,但只在專注的遊玩中起作用,且經驗證據薄弱。

在孩子那裡,關鍵是什麼?

在於韌性與自立:學會自己應對挑戰的人,更不易被影響。過度保護對此的削弱,甚於遊戲本身。

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