scholarly journals Media violence and the self: The impact of personalized gaming characters in aggressive video games on aggressive behavior

2010 ◽  
Vol 46 (1) ◽  
pp. 192-195 ◽  
Author(s):  
Peter Fischer ◽  
Andreas Kastenmüller ◽  
Tobias Greitemeyer
2020 ◽  
Vol 5 ◽  
Author(s):  
Nicholas David Bowman ◽  
Sun Joo Ahn ◽  
Laura M. Mercer Kollar

Interactive media such as video games and virtual reality (VR) provide users with lived experiences that may be dangerous or even impossible in daily life. By providing interactive experiences in highly authentic, detail-rich contexts, these technologies have demonstrated measurable success in impacting how people think, feel, and behave in the physical world. At the same time, violent interactive media content has been historically connected with a range of antisocial effects in both popular press and academic research. Extant literature has established a small-but-statistically significant effect of interactive media violence on aggressive thoughts and behaviors, which could serve as a risk factor for interpersonal violence. However, left unexplored is the seemingly paradoxical claim that under some conditions, interactive media experiences might protect against interpersonal violence. Drawing on advances in media theory and research and the evolution of interactive media content and production practices, the current manuscript suggests ways in which interactive media violence may be leveraged to lower the likelihood of real-world violence experiences. For example, research on both violent and non-violent games has found that players can (a) express guilt after committing violent acts, (b) report reflective and introspective emotional reactions during gameplay, and (c) debate the morality of their actions with others. Regarding VR, studies have demonstrated that (a) witnessing physical violence in immersive spaces led participants to take the perspective of victims and better understand their emotional state and (b) controlled exposure to traumatic or violent events can be used for treatment. Broadly, studies into video games and VR demonstrate that the impact of actions in virtual worlds transfer into the physical worlds to influence (later) attitudes and behaviors. Thus, how these experiences may be potentially harnessed for social change is a compelling and open consideration, as are side-effects of such interventions on vulnerable groups. The current manuscript summarizes emerging research perspectives (as well as their limitations) to offer insight into the potential for interactive media violence to protect against real-world violence victimization and perpetration.


2016 ◽  
Vol 48 (3) ◽  
pp. 329-337 ◽  
Author(s):  
Christopher J. Ferguson ◽  
Kay Colon-Motas ◽  
Carolin Esser ◽  
Connor Lanie ◽  
Skylar Purvis ◽  
...  

Background. The degree to which violent video games do, or do not contribute to aggressive behavior and hostility remains controversial in the scientific community, with scholars not yet having come to a consensus about effects. Recent studies have examined whether other issues such as frustration or competition might explain some video game influences that were previously thought to be due to violent content. Aim. The current study examines whether player agency in determining choice of game played influences aggressive outcomes. Methods. Young adult players were randomized either to play a violent game, a non-violent game, or to be given the choice between several violent and non-violent games. Players were examined for subsequent aggressive behavior using the ice water task as well as for stress levels and hostility. Results. Game condition did not influence hostility, stress, or aggressive behavior, whether with randomized or chosen games. Conclusion. The present study provided no evidence that violent video games contribute to aggressive behavior. Lack of influence for agency in game choice can be understood given the lack of any aggression effect for violent game exposure.


2007 ◽  
Vol 16 (4) ◽  
pp. 178-182 ◽  
Author(s):  
Nicholas L. Carnagey ◽  
Craig A. Anderson ◽  
Bruce D. Bartholow

Decades of research have demonstrated that exposure to violence on television can cause increases in aggression. The recent emergence of violent video games has raised new questions regarding the effects of violent media. The General Aggression Model (GAM) predicts that exposure to violent media increases aggressive behavior through one of three primary pathways (arousal, cognitions, and affect). Past psychophysiological research has supported GAM but has been limited to examining arousal-related variables. Recent advances in social neuroscience have opened the door to investigations of exposure to violent media on cognitive and affective components and their neurocognitive underpinnings. Neuroscience tools have the potential to provide answers to the new questions posed by recent advances in media technology.


2021 ◽  
Author(s):  
Yemaya Halbrook ◽  
Aisling Therese O'Donnell ◽  
Rachel M. Msetfi

As social video games are increasing in popularity, it is important to understand how this can impact an individual’s social well-being, particularly during the COVID-19 crisis. We focus here on how the relationship one has with those they play video games with relates to social well-being. We further applied the self-determination theory to determine what role, if any, autonomy, competence, and relatedness play in this relationship. Results indicate that playing with ‘known others’ predicts the highest levels of social well-being when compared to playing with online acquaintances. Further, autonomy, competence, and relatedness all predict high levels of social well-being and mediate the relation between a player’s relationship to other players and social well-being. This suggests that social video gaming is beneficially linked to social well-being, but only when played with others with whom the gamer has a known relationship. Implications and future research are also discussed.


2020 ◽  
Vol 29 (4) ◽  
pp. 2097-2108
Author(s):  
Robyn L. Croft ◽  
Courtney T. Byrd

Purpose The purpose of this study was to identify levels of self-compassion in adults who do and do not stutter and to determine whether self-compassion predicts the impact of stuttering on quality of life in adults who stutter. Method Participants included 140 adults who do and do not stutter matched for age and gender. All participants completed the Self-Compassion Scale. Adults who stutter also completed the Overall Assessment of the Speaker's Experience of Stuttering. Data were analyzed for self-compassion differences between and within adults who do and do not stutter and to predict self-compassion on quality of life in adults who stutter. Results Adults who do and do not stutter exhibited no significant differences in total self-compassion, regardless of participant gender. A simple linear regression of the total self-compassion score and total Overall Assessment of the Speaker's Experience of Stuttering score showed a significant, negative linear relationship of self-compassion predicting the impact of stuttering on quality of life. Conclusions Data suggest that higher levels of self-kindness, mindfulness, and social connectedness (i.e., self-compassion) are related to reduced negative reactions to stuttering, an increased participation in daily communication situations, and an improved overall quality of life. Future research should replicate current findings and identify moderators of the self-compassion–quality of life relationship.


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