The effects of realistic controller and real-life exposure to gun on psychology of violent video game players

Author(s):  
Ki Joon Kim ◽  
Frank Biocca ◽  
Eui Jun Jeong
2010 ◽  
Vol 15 (2) ◽  
pp. 99-108 ◽  
Author(s):  
Christopher J. Ferguson ◽  
Stephanie M. Rueda

This article explores commonly discussed theories of violent video game effects: the social learning, mood management, and catharsis hypotheses. An experimental study was carried out to examine violent video game effects. In this study, 103 young adults were given a frustration task and then randomized to play no game, a nonviolent game, a violent game with good versus evil theme (i.e., playing as a good character taking on evil), or a violent game in which they played as a “bad guy.” Results indicated that randomized video game play had no effect on aggressive behavior; real-life violent video game-playing history, however, was predictive of decreased hostile feelings and decreased depression following the frustration task. Results do not support a link between violent video games and aggressive behavior, but do suggest that violent games reduce depression and hostile feelings in players through mood management.


2021 ◽  
Vol 12 ◽  
Author(s):  
Ewa Miedzobrodzka ◽  
Jacek Buczny ◽  
Elly A. Konijn ◽  
Lydia C. Krabbendam

An ability to accurately recognize negative emotions in others can initiate pro-social behavior and prevent anti-social actions. Thus, it remains of an interest of scholars studying effects of violent video games. While exposure to such games was linked to slower emotion recognition, the evidence regarding accuracy of emotion recognition among players of violent games is weak and inconsistent. The present research investigated the relationship between violent video game exposure (VVGE) and accuracy of negative emotion recognition. We assessed the level of self-reported VVGE in hours per day and the accuracy of the recognition using the Facial Expressions Matching Test. The results, with adolescents (Study 1; N = 67) and with adults (Study 2; N = 151), showed that VVGE was negatively related to accurate recognition of negative emotion expressions, even if controlled for age, gender, and trait empathy, but no causal direction could be assessed. In line with the violent media desensitization model, our findings suggest that higher self-reported VVGE relates to lower recognition of negative emotional expressions of other people. On the one hand, such lower recognition of negative emotions may underlie inaccurate reactions in real-life social situations. On the other hand, lower sensitivity to social cues may help players to better focus on their performance in a violent game.


2018 ◽  
Vol 26 (10) ◽  
pp. 753-763 ◽  
Author(s):  
Myung Jin ◽  
Sandersan Onie ◽  
Kim M. Curby ◽  
Steven B. Most

Author(s):  
Lavinia McLean ◽  
Mark D. Griffiths

Research on video game playing has focused mainly on the effects of such games in relation to aggression and attitudes towards perpetrators and towards crime. The present research was designed to investigate gamers’ attitudes towards victims of crimes and incidents that were designed to mirror those portrayed in violent video games. Vignettes were used during interviews to explore 50 participants’ attitudes towards different types of victims. The results indicate that long-term playing of violent video games appears to be associated with more negative attitudes towards victims of crime. This is the first study to directly explore attitudes towards victims of crime, in relation to violent video game exposure. Compared to nonviolent video game players, the violent video game players in the study reported less positive attitudes towards the victims in the study and attributed more blame to the victims. The implications of this finding in the context of previous research on violent video games, and on attitudes are explored. Directions for future research in the area are also highlighted.


2021 ◽  
Author(s):  
Ewa Miedzobrodzka ◽  
Jacek Buczny ◽  
Elly Konijn ◽  
Lydia Krabbendam

An ability to accurately recognize negative emotions in others can initiate pro-social behavior and prevent anti-social actions. For that reason, it remains of an interest of scholars studying effects of violent video games. While exposure to such games was linked to slower emotion recognition, the evidence regarding accuracy of emotion recognition among players of violent games is weak and inconsistent. The present research investigated the relationship between violent video game exposure (VVGE) and accuracy of recognition of negative emotions. We measured the level of VVGE in hours per day and the accuracy of emotion recognition using the Facial Expressions Matching Test. The results of two studies, with adolescents (Study 1; N = 67) and with adults (Study 2; N = 151), showed that VVGE was negatively related to accurate recognition of negative emotions, even if controlled for age, gender, and trait empathy. In line with violent media desensitization model, our findings suggest that higher VVGE relates to lower recognition of negative emotional expressions of other people. On one hand, such lower recognition of negative emotions may underlie inaccurate reactions in real-life social situations. On the other hand, lower sensitivity to social cues may help players to better focus on their performance in a violent game.


2021 ◽  
Author(s):  
Holly J. Bowen

Emotional memory in violent video game players and nonplayers


2015 ◽  
Vol 42 (1) ◽  
pp. 16-28 ◽  
Author(s):  
Ruth L. Diaz ◽  
Ulric Wong ◽  
David C. Hodgins ◽  
Carina G. Chiu ◽  
Vina M. Goghari

2021 ◽  
Author(s):  
Holly J. Bowen

Emotional memory in violent video game players and nonplayers


Author(s):  
Mengxin He ◽  
Lin-Xuan Xu ◽  
Chiang-shan R. Li ◽  
Zihan Liu ◽  
Jiaqi Hu ◽  
...  

Objective Do real-time strategy (RTS) video gamers have better attentional control? To examine this issue, we tested experienced versus inexperienced RTS video gamers on multi-object tracking tasks (MOT) and dual-MOT tasks with visual or auditory secondary tasks (dMOT). We employed a street-crossing task with a visual working memory task as a secondary task in a virtual reality (VR) environment to examine any generalized attentional advantage. Background Similar to action video games, RTS video games require players to switch attention between multiple visual objects and views. However, whether the attentional control advantage is limited by sensory modalities or generalizes to real-life tasks remains unclear. Method In study 1, 25 RTS video game players (SVGP) and 25 non-video game players (NVGP) completed the MOT task and two dMOT tasks. In study 2, a different sample with 25 SVGP and 25 NVGP completed a simulated street-crossing task with the visual dual task in a VR environment. Results After controlling the effects of the speed-accuracy trade-off, SVGP showed better performance than NVGP in the MOT task and the visual dMOT task, but SVGP did not perform better in either the auditory dMOT task or the street-crossing task. Conclusion RTS video gamers had better attentional control in visual computer tasks, but not in the auditory tasks and the VR tasks. Attentional control benefits associated with RTS video game experience may be limited by sensory modalities, and may not translate to performance benefits in real-life tasks.


2016 ◽  
Vol 5 (1) ◽  
pp. 39-51 ◽  
Author(s):  
Douglas A. Gentile ◽  
Edward L. Swing ◽  
Craig A. Anderson ◽  
Daniel Rinker ◽  
Kathleen M. Thomas

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