Effects of Violent Versus Nonviolent Video Games on Children's Arousal, Aggressive Mood, and Positive Mood
ABSTRACT This study investigated the relationship between violent video games and children's mood. A total of 71 children aged 8 to 12 years played a paper-and-pencil game, a nonviolent video game, and a violent video game. Results indicate that arousal, as measured by heart rate and self-reported arousal, increased significantly after playing the violent video game, as compared with the other two game conditions, with girls reporting more arousal than did boys. There was no significant increase in aggressive mood scores for either boys or girls after playing the violent game. Positive mood, as measured by positive affect, showed no significant increases or decreases after playing either video game. However, positive mood, as measured by general mood, showed a significant increase after playing the violent game for both boys and girls, but only as compared with the paper-and-pencil game. Results are interpreted in terms of social learning and cognitive information processing theories of aggression.
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ABSTRACT: In order to improve the understanding of media violence effects, it is crucial to extend knowledge about factors that threaten the validity of such effects in empirical research. Research artifacts can be expected when participants are (a) aware of a scientist’s hypothesis, (b) motivated to confirm or disconfirm the hypothesis, and (c) capable of manipulating their responses in line with their motivation. Based on social identity theory (SIT) and self-categorization theory (SCT), we assumed that identifying with the social group of video game players would provide a motivation to disconfirm the “violent video games increase aggression” hypothesis. We further assumed that the use of nontransparent aggression measures and cover stories would prevent research artifacts. Our results showed that highly identified (compared to lowly identified) players of video games reported less aggression on a transparent aggression measure but not on a nontransparent aggression measure. However, providing participants with a cover story did not prevent hypothesis awareness nor eliminate hypothesis-disconfirming response patterns. These results provide empirical support for the ideas that (a) motivational factors may contribute to a biased estimation of media violence effects, (b) cover stories may not always be effective, and (c) the use of nontransparent aggression measures can provide a valid methodological approach for avoiding biases in media effects research.Societies. 10/2013; 3:383-398.
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ABSTRACT: ISSN edición impresa: 0212-9728. ISSN edición web (http://revistas.um.es/analesps): 1695-2294 -311 -Factores moduladores de la respuesta agresiva tras la exposición a videojuegos violentos Resumen: En ciertas situaciones se ha asociado la influencia de los video-juegos violentos con las conductas agresivas y/o delictivas. El presente es-tudio pretende destacar un efecto de la exposición a un videojuego violento de coches sobre la elicitación a corto plazo, en las respuestas de agresión e ira tras la exposición. Para ello, 47 adolescentes fueron expuestos al video-juego violento y a uno no violento durante 30 minutos. Se midieron ansie-dad e ira autoinformadas pre-postest naturaleza y ayudar a predecir conductas delictivas. Palabras clave: Ira; agresión indirecta; videojuegos violentos; adolescentes; modelo general de la agresión; edad; priming. Title: Modulating factors of the aggressive response after the exposure to violent video games. Abstract: The influence of violent video games has been associated with aggressive and/or criminal behaviours in several situations. The present re-search pretends to emphasize an effect of the exposure to a violent car vid-eo game on the activation of aggressive response and post-exposure anger levels. For this, a sample of 47 adolescent people was selected and exposed to a violent video game and a non violent one during 30 minutes. Self-reported anxiety and anger levels were measured before and after the video game exposures, moreover the performance in an indirect task of aggres-sion. A main effect of the age and interaction of this with sex, and the kind of video game were found in the aggressive task. Likewise, a pre-postest ef-fect on state anger levels was observed. On the other hand, a predictor model of the aggressive response elicitation was found with the age and pre-exposure anger as factors. In conclusion, it is outstanding the short term priming effect of violent video games on the aggressive behaviour af-ter violent video game exposure. The existence of modulating factors on the effects of violent contents could clarify their features and help to pre-dict criminal behaviours.· 0.55 Impact Factor
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ABSTRACT: This study examined the relationship between media violence exposure and Attention-deficit/hyperactivity disorder (ADHD)-related behaviors. Using survey (parent-reported) and genetic data of 1,612 Dutch children (aged 5 to 9 years), we examined genetic disposition as a possible cause of individual differences in children's use of and susceptibility to media violence. The gene variant of interest was the 5-HTTLPR polymorphism, which has been associated with ADHD-related behaviors in previous research. Results showed that the “long” variant of the gene polymorphism was related to greater violent media use, which in turn was related to more ADHD-related behaviors. The 5-HTTLPR genotype did not moderate the effect of media violence on ADHD-related behaviors. This study provides insight into the role of genetic factors in media effects.Journal of Communication 01/2014; · 2.45 Impact Factor