scholarly journals Exposure to violent and prosocial video games: effects on hostile attribution bias, aggression, aggressive driving tendencies, and empathy

Author(s):  
Jason A. Middleton

The present study aimed to investigate the possible relation between reported video game play (i.e., violent, aggressive driving, and prosocial types) and four outcomes of social behaviour: hostile attribution bias, aggression, aggressive driving tendencies, and empathy. A sample of 136 university students (67 males and 69 females), age 17 to 58 (M = 20.66), completed various self-report measures. Data were analyzed both in terms of the whole sample and separately according to participant sex. The results provide partial evidence that there are links between violent games and aggressive attitudes (i.e., physical, but not relational, aggression); aggressive driving games and aggressive driving tendencies/punitive attitudes toward a convicted driver; violent games and hostile attribution bias; and violent games and lower empathy ratings. No support was found for the link between prosocial games and higher empathy. Future research directions for research on video games effects are outlined.

2021 ◽  
Author(s):  
Jason A. Middleton

The present study aimed to investigate the possible relation between reported video game play (i.e., violent, aggressive driving, and prosocial types) and four outcomes of social behaviour: hostile attribution bias, aggression, aggressive driving tendencies, and empathy. A sample of 136 university students (67 males and 69 females), age 17 to 58 (M = 20.66), completed various self-report measures. Data were analyzed both in terms of the whole sample and separately according to participant sex. The results provide partial evidence that there are links between violent games and aggressive attitudes (i.e., physical, but not relational, aggression); aggressive driving games and aggressive driving tendencies/punitive attitudes toward a convicted driver; violent games and hostile attribution bias; and violent games and lower empathy ratings. No support was found for the link between prosocial games and higher empathy. Future research directions for research on video games effects are outlined.


2017 ◽  
Vol 38 (4) ◽  
pp. 211-219 ◽  
Author(s):  
Jean Gagnon ◽  
Lucien Rochat

Abstract. Negative urgency defined as the tendency to act rashly when faced with intense negative emotions and hostile attribution bias (HAB) which refers to the tendency to interpret the intention of others as hostile when social context cues are ambiguous are two key psychological factors underlying reactive aggression. However, the specific associations between these factors in relation to reactive aggression have not been tested yet with competing models. The objective of the study was to test three putative models: (1) negative urgency moderates the association between HAB and reactive aggression; (2) HAB mediates the link between negative urgency and reactive aggression; (3) negative urgency mediates the relation between HAB and reactive aggression. One-hundred seventy-six participants were given self-report questionnaires to assess impulsivity, reactive aggression, as well as vignettes featuring a social situation measuring HAB in response to an ambiguous social provocation. The results showed that negative urgency constitutes a significant mediator in the association between HAB and reactive aggression. These results provide valuable insight into the cognitive processes underlying reactive aggression and may hold implications for diagnosis and intervention on aggressive behaviors.


2017 ◽  
Vol 52 ◽  
pp. 101-113 ◽  
Author(s):  
Constantinos M. Kokkinos ◽  
Kyriaki Karagianni ◽  
Ioanna Voulgaridou

2014 ◽  
Author(s):  
Kathryn E. Schafer ◽  
Tracy Sanders ◽  
Peter A. Hancock

2019 ◽  
Vol 139 ◽  
pp. 228-234 ◽  
Author(s):  
Fangying Quan ◽  
Rujiao Yang ◽  
Wenfeng Zhu ◽  
Yueyue Wang ◽  
Xinyu Gong ◽  
...  

Sign in / Sign up

Export Citation Format

Share Document