Youth program activity impacts: A model of camp activities, psychological needs, and immersion

2021 ◽  
Vol 121 ◽  
pp. 105842
Author(s):  
Gary Ellis ◽  
Jingxian Jiang ◽  
Darlene Locke ◽  
Cari Snider
2020 ◽  
Vol 79 (2) ◽  
pp. 63-70
Author(s):  
Petr Květon ◽  
Martin Jelínek

Abstract. This study tests two competing hypotheses, one based on the general aggression model (GAM), the other on the self-determination theory (SDT). GAM suggests that the crucial factor in video games leading to increased aggressiveness is their violent content; SDT contends that gaming is associated with aggression because of the frustration of basic psychological needs. We used a 2×2 between-subject experimental design with a sample of 128 undergraduates. We assigned each participant randomly to one experimental condition defined by a particular video game, using four mobile video games differing in the degree of violence and in the level of their frustration-invoking gameplay. Aggressiveness was measured using the implicit association test (IAT), administered before and after the playing of a video game. We found no evidence of an association between implicit aggressiveness and violent content or frustrating gameplay.


2012 ◽  
Author(s):  
Tracie D. Burt ◽  
Adena D. Young-Jones ◽  
Carly A. Yadon ◽  
Michael T. Carr

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