Violent Game (violent + game)

Distribution by Scientific Domains


Selected Abstracts


Effects of Violent Versus Nonviolent Video Games on Children's Arousal, Aggressive Mood, and Positive Mood

JOURNAL OF APPLIED SOCIAL PSYCHOLOGY, Issue 10 2001
Michele J. Fleming
This study investigated the relationship between violent video games and children's mood. A total of 71 children aged 8 to 12 years played a paper-and-pencil game, a nonviolent video game, and a violent video game. Results indicate that arousal, as measured by heart rate and self-reported arousal, increased significantly after playing the violent video game, as compared with the other two game conditions, with girls reporting more arousal than did boys. There was no significant increase in aggressive mood scores for either boys or girls after playing the violent game. Positive mood, as measured by positive affect, showed no significant increases or decreases after playing either video game. However, positive mood, as measured by general mood, showed a significant increase after playing the violent game for both boys and girls, but only as compared with the paper-and-pencil game. Results are interpreted in terms of social learning and cognitive information processing theories of aggression. [source]


The influence of violent and nonviolent computer games on implicit measures of aggressiveness

AGGRESSIVE BEHAVIOR, Issue 1 2010
Matthias Bluemke
Abstract We examined the causal relationship between playing violent video games and increases in aggressiveness by using implicit measures of aggressiveness, which have become important for accurately predicting impulsive behavioral tendencies. Ninety-six adults were randomly assigned to play one of three versions of a computer game that differed only with regard to game content (violent, peaceful, or abstract game), or to work on a reading task. In the games the environmental context, mouse gestures, and physiological arousal,as indicated by heart rate and skin conductance,were kept constant. In the violent game soldiers had to be shot, in the peaceful game sunflowers had to be watered, and the abstract game simply required clicking colored triangles. Five minutes of play did not alter trait aggressiveness, yet an Implicit Association Test detected a change in implicit aggressive self-concept. Playing a violent game produced a significant increase in implicit aggressive self-concept relative to playing a peaceful game. The well-controlled study closes a gap in the research on the causality of the link between violence exposure in computer games and aggressiveness with specific regard to implicit measures. We discuss the significance of importing recent social,cognitive theory into aggression research and stress the need for further development of aggression-related implicit measures. Aggr. Behav. 36:1,13, 2010. © 2009 Wiley-Liss, Inc. [source]


Effects of realism on extended violent and nonviolent video game play on aggressive thoughts, feelings, and physiological arousal

AGGRESSIVE BEHAVIOR, Issue 3 2009
Christopher P. Barlett
Abstract Previous research has shown that playing violent video game exposure can increase aggressive thoughts, aggressive feelings, and physiological arousal. This study compared the effects that playing a realistic violent, unrealistic violent, or nonviolent video game for 45,min has on such variables. For the purpose of this study, realism was defined as the probability of seeing an event in real life. Participants (N=74; 39 male, 35 female) played either a realistic violent, unrealistic violent, or nonviolent video game for 45,min. Aggressive thoughts and aggressive feelings were measured four times (every 15,min), whereas arousal was measured continuously. The results showed that, though playing any violent game stimulated aggressive thoughts, playing a more realistic violent game stimulated significantly more aggressive feelings and arousal over the course of play. Aggr. Behav. 35:213,224, 2009. © 2009 Wiley-Liss, Inc. [source]