scholarly journals Self-Reported Playing Preferences Resonate with Emotion-Related Physiological Reactions During Playing and Watching of First-Person Shooter Videogames

Author(s):  
Suvi K. Holm ◽  
Johanna K. Kaakinen ◽  
Santtu Forsström ◽  
Veikko Surakka
2008 ◽  
Vol 67 (1) ◽  
pp. 41-50 ◽  
Author(s):  
Frithjof Staude-Müller ◽  
Thomas Bliesener ◽  
Stefanie Luthman

This study tests whether playing violent video games leads to desensitization and increased cardiovascular responding. In a laboratory experiment, 42 men spent 20 min playing either a high- or low-violence version of a “first-person shooter” game. Arousal (heart rate, respiration rate) was measured continuously. After playing the game, emotional responses to aversive and aggressive stimuli - pictures from Lang, Bradley, and Cuthbert’s (1999) International Affective Picture System - were assessed with self-ratings and physiological measurement (skin conductance). Results showed no differences in the judgments of emotional responses to the stimuli. However, different effects of game violence emerged in the physiological reactions to the different types of stimulus material. Participants in the high-violence condition showed significantly weaker reactions (desensitization) to aversive stimuli and reacted significantly more strongly (sensitization) to aggressive cues. No support was found for the arousal hypothesis. Post-hoc analyses are used to discuss possible moderating influences of gaming experience and player’s trait aggressiveness in terms of the General Aggression Model ( Anderson & Bushman, 2001 ) and the Downward Spiral Model ( Slater, Henry, Swaim, & Anderson, 2003 ).


2010 ◽  
Author(s):  
Jonathan Miles ◽  
Tony C. Smith

Author(s):  
Ansgar E. Depping ◽  
Regan L. Mandryk ◽  
Chengzhao Li ◽  
Carl Gutwin ◽  
Rodrigo Vicencio-Moreira

Author(s):  
Zhi Li ◽  
Hugh Melvin ◽  
Rasa Bruzgiene ◽  
Peter Pocta ◽  
Lea Skorin-Kapov ◽  
...  

Sign in / Sign up

Export Citation Format

Share Document