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The lone gamer: Social exclusion predicts violent video game preferences and fuels aggressive inclinations in adolescent players

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Violent video game playing has been linked to a wide range of negative outcomes, especially in adolescents. In the present research, we focused on a potential determinant of adolescents’ willingness to play violent video games: social exclusion. We also tested whether exclusion can predict increased aggressiveness following violent video game playing. In two experiments, we predicted that exclusion could increase adolescents’ preferences for violent video games and interact with violent game playing fostering adolescents’ aggressive inclinations. In Study 1, 121 adolescents (aged 10-18 years) were randomly assigned to a manipulation of social exclusion. Then, they evaluated the violent content of nine different video games (violent, nonviolent, or prosocial) and reported their willingness to play each presented video game. The results showed that excluded participants expressed a greater willingness to play violent games than nonviolent or prosocial games. No such effect was found for included participants. In Study 2, both inclusionary status and video game contents were manipulated. After a manipulation of inclusionary status, 113 adolescents (aged 11-16 years) were randomly assigned to play either a violent or a nonviolent video game. Then, they were given an opportunity to express their aggressive inclinations towards the excluders. Results showed that excluded participants who played a violent game displayed the highest level of aggressive inclinations than participants who were assigned to the other experimental conditions. Overall, these findings suggest that exclusion increases preferences for violent games and that the combination of exclusion and violent game playing fuels aggressive inclinations.
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For Peer Review
The lone gamer: Social
exclusion predicts violent video
game preferences and fuels aggressive inclinations in
adolescent players
Journal:
Aggressive Behavior
Manuscript ID
AB-17-024.R2
Wiley - Manuscript type:
Research Article
Date Submitted by the Author:
31-Aug-2017
Complete List of Authors:
Gabbiadini, Alessandro; University of Milano-Bicocca, Psychology
Department
Riva, Paolo; University of Milano-Bicocca, Psychology Department
Keywords:
Social exclusion, violent video games, aggressive inclinations, Cyberball,
Voodoo Doll Task
John Wiley & Sons
Aggressive Behavior
For Peer Review
Running head: SOCIAL EXCLUSION, VIDEO GAMES, AND AGGRESSION
1
The lone gamer: Social exclusion predicts violent video game preferences and fuels aggressive
inclinations in adolescent players
Alessandro Gabbiadini & Paolo Riva
University of Milano Bicocca, Italy
Word count: 6882
Abstract word count: 248
Author Notes
Correspondence concerning this article should be addressed to:
Alessandro Gabbiadini,
University of Milano-Bicocca, Department of Psychology
Piazza Ateneo Nuovo, 1, 20126 – Milano, Italy
E-mail: ale.gabbiadini@gmail.com
Phone number: ++39 348.0010477
Fax number: ++39 02.64483716
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Abstract
Violent video game playing has been linked to a wide range of negative outcomes, especially in
adolescents. In the present research, we focused on a potential determinant of adolescents’
willingness to play violent video games: social exclusion. We also tested whether exclusion can
predict increased aggressiveness following violent video game playing. In two experiments, we
predicted that exclusion could increase adolescents’ preferences for violent video games and
interact with violent game playing fostering adolescents’ aggressive inclinations. In Study 1, 121
adolescents (aged 10-18 years) were randomly assigned to a manipulation of social exclusion. Then,
they evaluated the violent content of nine different video games (violent, nonviolent, or prosocial)
and reported their willingness to play each presented video game. The results showed that excluded
participants expressed a greater willingness to play violent games compared to nonviolent or
prosocial games. No such effect was found for included participants. In Study 2, both inclusionary
status and video game contents were manipulated. After a manipulation of inclusionary status, 113
adolescents (aged 11-16 years) were randomly assigned to play either a violent or a nonviolent
video game. Then, they were given an opportunity to express their aggressive inclinations towards
the excluders. Results showed that excluded participants who played a violent game displayed the
highest level of aggressive inclinations compared to participants who were assigned to the other
experimental conditions. Overall, these findings suggest that exclusion increases preferences for
violent games and that the combination of exclusion and violent game playing fuels aggressive
inclinations. (248 words)
Keywords: Social exclusion, violent video games, aggressive inclinations, Cyberball, Voodoo Doll
Task
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SOCIAL EXCLUSION, VIDEO GAMES, AND AGGRESSION
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The lone gamer: Social exclusion predicts violent video game preferences and fuels aggressive
inclinations in adolescent players
Over the past 30 years, a number of scholars have expressed concern about the potential
negative impact of exposure to violent video games (e.g., Dominick, 1984; Kestenbaum &
Weinstein, 1985; Anderson et al., 2010; Greitemeyer & Mügge, 2014). Indeed, media play a
significant role in human development (Plaisier & Konijn, 2013), providing both behavioral and
emotional regulation models (Bandura, 2001; Konijn, Nije-Bijvank, & Bushman, 2007). Moreover,
recent works suggested that adolescents are especially susceptible to the influence of media
contents, given their developmental stage (Dahl & Hariri, 2005; Rich & Bar-on, 2001; Strasburger,
2009; Strasburger, Jordan, & Donnerstein, 2010).
Within youth media culture, video games seem to be a key element. One recent report
(Statista, 2016) suggests that European teenagers (aged 13-18 years) spend an average of 8.9 hours
per week playing video games on their consoles. Although video games are designed to be
entertaining, many include violence and immoral contents (Gabbiadini, Andrighetto, & Volpato,
2012; Gentile & Anderson, 2003; Funk & Buchman, 1996; Plaisier & Konijn, 2013; Roe, 1995).
The PEGI (Pan European Game Information) reported that 40% (rated as 12+) of the video games
present in the market in 2016 are not suitable for adolescents considering that they expose teens to
violence, strong language, blood and gore. One study (Haninger & Thompson, 2004) analyzed the
content of 396 teen-rated video game titles, showing that 96% of them presented explicitly violent
content. Another study analyzed the content of video games (rated both teen and mature) showing
that 89% of the games included violent content (Children Now, 2001) and that approximately half
of the games included violent content towards other game characters that would result in serious
injuries or even death (Dietz, 1998; Dill, Gentile, Richter, & Dill, 2001).
At this regard, in 2000, six major public health organizations (i.e., the American Academy
of Pediatrics, American Academy of Child & Adolescent Psychiatry, American Psychological
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Association, American Medical Association, American Academy of Family Physicians, and
American Psychiatric Association) stated that children exposed to violent programming at a young
age (8 to 17 years old; see Gentile, Li, Khoo, Prot, & Anderson, 2014) have a higher tendency for
violent and aggressive behavior later in life than children who are not so exposed (see Gentile,
2014; p. 417). Nonetheless, despite this general consensus within the public health and scientific
communities, there is still a common belief that playing violent video games allows people to vent
their aggressive impulses through a cathartic effect, hence reducing aggressive inclinations after
playing (Gentile, 2013).
Two recent meta-analyses (Anderson et al., 2010; Greitemeyer & Mügge, 2014) showed that
violent games increase aggressive thoughts and emotions, physiological arousal, and aggressive
behaviors while decreasing empathic feelings and prosocial behaviors. Moreover, recent findings
pointed out that when dealing with modern violent video games, aggression is not the only element
of concern. The detrimental consequences of video games exposure can go beyond aggression,
promoting immoral and sexist conduct (see Escobar-Chaves & Anderson, 2008; Gabbiadini, et al.,
2012; Gabbiadini, Riva, Andrighetto, Volpato, & Bushman, 2014, 2016).
However, if the consequences of exposure to violent video games have been widely
considered (see the meta-analyses: Anderson et al., 2010; Greitemeyer & Mügge, 2014), the
antecedents of exposure to such violent video games have received less attention. Given their
effects on aggression, it is critical to investigate the factors that might foster the preference for
violent video games in adolescents and young adults in the first place. Moreover, scholars have
advocated that a single risk factor may not account for why a person acts violently; therefore,
factors beyond exposure to violent media should be considered to understand adolescents’
aggressiveness more fully (Berkowitz, 1993).
In the present work, we considered social exclusion as one potential predictor of exposure to
violent media, in particular violent video games. Social exclusion is broadly defined as the
experience of being kept from others physically (e.g., being socially isolated) or emotionally (e.g.,
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being ignored or told that one is not wanted; Riva & Eck, 2016). Research has shown that being
excluded causes a wide range of psychological and behavioral reactions. These reactions include
hurt feelings, and a reduction of self- esteem, sense of control, feelings of belonging, and the
perception that life is meaningful (Williams, 2009). Although sometimes socially excluded
individuals respond in ways that should facilitate re-affiliation (e.g., Maner, DeWall, Baumeister, &
Schaller, 2007; Williams & Sommer, 1997), research found that often exclusion increases a
victim’s tendency to act aggressively towards the excluders. In line with these evidences, Plaisier
and Konijn (2013) showed that, compared to non-rejected peers, peer-rejected adolescents reported
higher levels of anger and frustration, which were related to more lenient moral judgment of
antisocial media contents. In turn, such moral judgment was associated with a greater preference for
antisocial YouTube clips.
The present research
In the present study, we focused on a potential determinant of adolescents’ willingness to
play violent video games: social exclusion. We then went a step further by considering the
possibility that exclusionary experiences can predict aggressive inclinations towards the excluders
in adolescents exposed to violent video game playing. Thus, we predicted that (1) social exclusion
could increase adolescents’ willingness to play violent video games and that (2) violent video
games playing could have an incremental effect on the causal link between social exclusion and
aggressive inclinations towards the excluders.
There are a multitude of theoretical accounts that can support our predictions. Firstly, past
research suggested that social exclusion activates a hostile cognitive mindset that can in turn
promote aggression (DeWall, Twenge, Gitter, & Baumeister, 2009). In four experiments, the
authors found that individuals who experienced social exclusion showed increases in hostility-
related cognitive processes compared to socially accepted and control participants. Thus, excluded
people might be more prone to look for violent game playing and display higher aggressive
inclinations when they have the chance to exercise aggression through violent video game playing.
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Secondly, excluded teenager might try to deal with the painful feelings caused by exclusion by
becoming more attracted to violent video games (Riva, 2016). Thus, violent video game playing
might become a possible strategy to cope with the negative emotions caused by the exclusionary
experience in the eyes of teenagers. As a third account, previous research also suggested that
following social exclusion, individuals are less motivated to exert self-regulatory abilities
(Baumeister, DeWall, Ciarocco, & Twenge, 2005). Thus, excluded teens might have a lower
motivation to resist the temptation to choose a violent video game in the first place. At the same
time, they might lash out to a greater degree when actually exposed to violent games. Finally,
another line of research showed that excluded people feel entitled to act in a more dishonest way
(Poon, Chen, & DeWall, 2013). Thus, excluded teens might have lower levels of moral concern,
which can then account for a greater desire to interact with violent video games and then for the
higher aggression resulting from the combination of being excluded and exposed to violent video
game playing. These are all plausible accounts that allow us to predict our two main hypotheses,
which are tested in two independent studies.
Study 1
Study 1 examined the possibility that social exclusion can selectively increase adolescents’
preference for violent video games compared to other types of video games.
Method
Participants
The sample comprised 121 Italian volunteers (57.9% male, 41.3% female, 1 missing; 10 to
18 years old, M=13.99, SD=1.69). Data collection was performed using an electronic survey. After
agreement was obtained from the high school internal committee, teachers of the school distributed
the link of the web survey through a newsletter in two schools of northern Italy. As soon as the
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students accessed the web survey, the electronic system automatically randomized participants to
one of the two experimental conditions.
Design
The study employed a 2 (social exclusion manipulation: excluded vs. included) × 3 (video
game type: violent vs. nonviolent vs. prosocial) mixed ANCOVA factorial design, with the first
factor varying between subjects and the second factor varying within subjects.
Procedure
Participants were told that the study was composed of two unrelated parts. In the first part,
they were asked to provide their demographic information and report the frequency of their typical
video game playing (i.e., “How often do you play video games?” anchored with 1=never, 2=less
than once per month, 3=once per month, 4=less than once per week, 5=about once per week,
6=several times per week, 7=every day). Moreover, several studies have demonstrated that
adolescents are most attracted to video games in which the main action is predominantly violence
(Buchman & Funk, 1996; Funk, 1993; Gentile & Anderson, 2003; Lemmens, Bushman, & Konijn,
2006), thus participants were also asked to report their preferences for violent (“How much do you
like violent video games?” and “How much do you like shooter video games?” anchored with 1=not
at all to 7=extremely; α=0.84) and nonviolent video games (“How much do you like nonviolent
video games?” and “How much do you like platform video games?” anchored with 1=not at all to
7=extremely; α=0.44).
Participants were then told that the second part of the study related to the effects of mental
visualization on adolescents. As a cover story, students were informed that they would take part in a
mental visualization exercise and then evaluate their mental visualization experience (for a similar
procedure see Williams, Cheung, & Choi, 2000). In reality, they experienced a standard
manipulation of inclusionary status (i.e., Cyberball; Williams et al., 2000). Participants were told
that they would engage in a ball-throwing online game with two other players, ostensibly real
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participants that were playing Cyberball in another school, for the purposes of exercising their
mental visualization abilities. Participants were told that they should visualize all aspects of the
game, the players and the location. Actually, the two computer characters were pre-programmed
agents randomly assigned to either include or exclude the real participant from the game. In the
exclusion condition, after two passes, the two computer players stopped throwing the ball to the
participant for the remainder of the game. In the inclusion condition, the computer players threw the
ball to the actual participant for 10 of the 30 total tosses (Williams et al., 2000). After playing
Cyberball, two items assessed the subjective perception of ostracism (“I felt ignored”; “I felt
excluded” anchored with 1=not at all to 7=extremely). These two items were combined to create a
single score for perceived ostracism (α=0.96), with higher scores reflecting higher levels of
perceived exclusion. Participants were then asked to estimate the percentage of ball tosses they
received (0%-100%). Then, participants were asked to complete a series of self-report items
assessing negative emotions linked to experiences of exclusion (see Buckley, Winkel, & Leary,
2004; α=.95). They included anger (e.g., “I felt angry”), sadness (e.g., “I felt sad”), hurt (e.g., “I felt
hurt”), anxiety (e.g., “I felt anxious”), happiness (e.g., “I felt happy”, reverse coded) and rejection
(e.g., “I felt accepted”, reverse coded).
However, the main dependent variable in Study 1 was participants’ willingness to play
video games. Participants were presented with nine different video games in a random order. More
specifically, for each video game, a gameplay screenshot, the original cover of the game package, a
brief description of the game and the PEGI evaluation were presented. That is, it was as if they were
evaluating the original game’s package. The selected video games represented three main
categories: violent video games (i.e., GTA 5, Mafia II, Counter Strike), nonviolent video games
(i.e., Guitar Hero, Tony Hawk’s Pro Skater, Mini Golf 3D) and prosocial video games (i.e., E.R.,
City Crisis, Zoo Vet). Participants were asked to evaluate their willingness to play each video game
(“How likely would you be to choose to play this video game now?”). They were also asked to rate
to what extent they perceived each video game’s content to be violent (“To what extent do you
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evaluate this video game as being violent?”). All the items relating to the video game’s content
were assessed on a 7-point scale (1=not at all to 7=extremely).
Results
Preliminary analyses
All statistical analysis was performed using SPSS v.24.0. One participant in the exclusion
condition was excluded from the analyses because he/she was an outlier on the index of violent
content evaluation for neutral and prosocial video games (3.06 and 5.89 SDs, respectively, below
the mean). Thus, all the analyses were conducted on data from 120 participants (see also Table 1).
Inclusionary status manipulation checks. A series of independent-samples t-tests revealed
that excluded participants reported higher perceived ostracism (M=5.50, SD=1.98) than included
participants did (M=1.70, SD=1.40), t(118)=11.80, p<.001, d=2.21). They also reported receiving
fewer tosses (M=6.07, SD=6.05) than those who were included (M=34.34, SD=17.55),
t(118)=12.30, p<.001, d=2.15. Additionally, participants who were excluded had higher scores on
the overall index of rejected emotions scale (M=4.02, SD=1.36) than participants who were
included (M=2.51, SD=0.81), t(118)=7.09, p<.001, d=1.34 (see also Table 1).
Baseline video game preferences. Given that past research has shown that video games are
most enjoyed and played by males (Anderson & Dill, 2000; Funk & Buchman, 1996; Lemmens et
al., 2006), we first checked whether there were any differences in media consumption between male
and female participants. Using an independent-samples t-test, we found that males indicated a
stronger preference for violent video games (M=5.19, SD=1.68) than females (M=2.62, SD=1.83),
t(117)=7.94, p<.001, d=1.46 . No significant differences were found for nonviolent video game
preferences between males (M=4.04, SD=1.55) and females (M=3.89, SD=1.52), t(117)=0.53,
p=.59, d=0.09 (1 observation was not considered due to missingness). Male participants also
reported a higher frequency of video game exposure (M=5.62, SD=1.58) than female participants
(M=4.40, SD=1.85), t(117)=3.87, p<.001, d=0.70.
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Therefore, the baseline frequency of video game exposure and the baseline preferences for
violent video games were entered as covariates in the primary analyses.
Primary analyses
Video games’ violent content rating. The scores for each video game were averaged to
create three overall indexes of content rating for violent (α=.83), neutral (α=.22), and prosocial
(α=.27) video games. Considering the covariates, no significant effects were found for participants’
baseline preference for violent video games, F(1,116)=2.58, p=.11,
η
p2
=.02, whereas the baseline
frequency of video game exposure was significant F(1,116)=4.87, p=.029,
η
p2
=.04
Mauchly’s test indicated that the assumption of sphericity had been violated
χ
2
(2)=44.91,
p<.001, therefore degrees of freedom were corrected using Huynh-Feldt estimates of sphericity
(
ε
=.78). The analyses showed a main effect of the type of video game, F(1.56, 181.73)=78.07,
p<.001,
η
p2
=.40. Pairwise comparisons indicated that violent video games were rated as being more
violent (M=5.87, SD=1.25) than neutral games (M=1.35, SD=0.51; p<.001) and prosocial games
(M=1.72, SD=0.75; p<.001), whereas the violence scores for prosocial games were significantly
higher than those for neutral games (p<.001). No significant main effects were found for the social
exclusion manipulation, F(1,116)=0.61, p=.436,
η
p2
=.005, on the evaluation of violent content. We
also found a significant interaction effect between the type of video game and the social exclusion
manipulation, F(1.56, 181.73)=6.31, p=.005,
η
p2
=.05. Pairwise comparisons revealed significant
differences between excluded (M=5.63, SD=1.44) and included participants (M=6.18, SD=0.88),
F(1,116)=5.86, p=.017, d=0.46, in the violence content ratings for violent video games, with
excluded participants tending to perceive violent games as less violent than did included ones.
However, no significant differences were found for neutral video games content ratings between
included (M=1.27, SD=0.43) and excluded (M=1.41, SD=0.56) players, F(1,116)=2.45, p=.120,
d=0.28. No significant differences emerged between participants in the exclusion (M=1.79,
SD=0.82) and inclusion (M=1.62, SD=0.63) conditions when considering the evaluation of the
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violent contents for prosocial video games, F(1,116)=1.68, p=.198, d=0.23. Specifically, excluded
participants tended to perceive prosocial games as more violent than included ones did
1
.
Willingness to play the video game. The scores for each video game evaluated by the
participants were averaged to create three overall indexes of willingness to play violent (α=.89),
neutral (α=.60), and prosocial (α=.71) video games.
Considering the covariates, no significant effects were found when considering participants’
baseline frequency of video game exposure F(1,116)=0.197, p=.65,
η
p2
=.002. We found a
significant effect of participants’ baseline preference for violent video games F(1,116)=14.65,
p<.001,
η
p2
=.112 on the willingness to play the selected video games.
Mauchly’s test indicated that the assumption of sphericity had been violated
χ
2
(2)=26.76, p
<.001, therefore degrees of freedom were corrected using Huynh-Feldt estimates of sphericity
(
ε
=.86). The analyses showed a significant main effect for type of video game on the willingness to
play violent video games, F(1.72,199.58)=21.04, p<.001,
η
p2
=.154. Pairwise comparisons indicated
that, overall, participants expressed higher willingness to play violent video games (M=4.08,
SD=2.11) compared to prosocial games (M=3.13, SD=1.59; p<.001), whereas the willingness to
play neutral games (M=3.70, SD=1.50) was significantly higher than that for prosocial games
(p<.001). No significant difference between the willingness to play neutral games and violent video
games was found (p=.106).
There was no significant main effect of the manipulation of inclusionary status on
willingness to play with games, F(1,116)=0.88, p=.35,
η
p2
=.008. However, we found the predicted
interactive effect between the type of video game and the manipulation of inclusionary status on
willingness to play with games, F(1.72,199.58)=10.51, p<.001,
η
p2
=.083 (see Figure 1). Pairwise
comparisons revealed that excluded participants reported a greater willingness to play a violent
video game (M=4.48, SD=2.09) than included participants did (M=3.58, SD=2.05), F(1,116)=9.73,
p=.002, d=0.43. In a complementary way, excluded participants reported a lower willingness to
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play neutral video games (M=3.44, SD=1.47) than included participants did (M=4.02, SD=1.49),
F(1,116)=4.28, p=.041, d=0.39. Similarly, excluded participants expressed a lower willingness to
play a prosocial video game (M=2.81, SD=1.67) compared with what reported by included
participants (M=3.53, SD=1.40), F(1,116)=5.82, p=.017, d=0.46
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Brief discussion
Overall, Study 1 supported the hypothesis that social exclusion can increase adolescents’
preference for playing violent video games. In a complementary way, excluded participants
reported a lower willingness to play a prosocial or a neutral video game than did included
participants. The latter result suggests that social exclusion not only increases to chances of
exposure to video games known for their detrimental impact (i.e., violent video games; see
Anderson et al., 2010) but it also reduces the probability that a teenager will engage with video
games known for their beneficial effects (i.e., prosocial video games; see Gentile et al., 2009;
Greitemeyer & Osswald, 2010). Our findings also suggested that excluded participants evaluated
violent video games as being less violent than did included participants. Therefore, social exclusion
not only influenced adolescents’ preferences for playing violent and prosocial games, but it might
have also changed their perceptions of the video games themselves, by seeing less violence in
actually violent video games.
Study 2
Results of Study 1 suggested that even a momentary lack of social connections (e.g., social
exclusion) can foster teens’ proneness for interacting with video games characterized by violent
content. Study 2 aimed to extend the findings of Study 1 by testing the hypothesis that the
combination of social exclusion and violent video game playing could produce the highest levels of
aggression in an adolescent sample.
Method
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Participants
The sample comprised 124 Italian middle school volunteers (59.7% male, 11 to 16 years old,
M=12.57, SD=0.98; see also Table 2) who had not taken part in Study 1. Data collection was
performed using a written questionnaire. After agreement was obtained from the middle school
internal committee, teachers of the school distributed a consent form to the parents of the students.
Furthermore, students completed a second form indicating their personal consensus. The parental
consent rate and participant assent rate were both 100%.
Design
The study employed a 2 (social exclusion manipulation: excluded vs. included) × 2 (type of
video game: violent vs. nonviolent) between-subjects design.
Procedure
Participants were tested in the school laboratory during class time and the data collection
lasted 7 days. We had 7 middle school classes available for this study. Classes were tested in group
of 5/6 participants at a time and each class was tested on the same day. Participants were told that
the study was composed of three unrelated parts and that the first part related to the effects of
mental visualization on adolescents (Williams et al., 2000). In reality, participants were randomly
assigned to the same manipulation of inclusionary status as they were in Study 1. Then, similar to
Study 1, they were asked to report how much they felt ignored and excluded (α=.98) and estimate
the percentage of ball tosses they received (0%-100%). Participants were then asked to complete a
series of negative emotion items (Buckley et al., 2004; α=.93).
In the second part of the experiment, we told participants that the study was designed to
investigate the effects of video games on cognitive abilities. Given the popularity of violent video
games among adolescents, before video game content was manipulated, we also measured how
frequently they used to play violent games (0=never played before to 7=every day) and how
frequently they played video games in general (0=I do not play video games to 7=every day). Then,
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participants were randomly assigned to play a violent video game (i.e., GTA San Andreas, which is
rated 18+ for violent content) or a nonviolent video game (i.e., TRI: A Friendship and Madness,
which is rated 3+ for having no violent content).
Both these games have been successfully used in previous studies (Gabbiadini et al., 2014;
Gabbiadini et al., 2016; Riva et al., 2017). In both the violent and the nonviolent video game
conditions, participants first practiced by playing for 5 minutes. During the practice session,
participants learned how to control their character and how to interact with the game’s virtual
environment. A list of the most important keyboard shortcuts for each game was also provided.
When the practice session ended, students were invited to play their assigned game for 15 minutes.
Subsequently, they completed video game manipulation checks. They were first asked to
report the title of the video game that they played and rate how violent, competitive, involving,
difficult to play, enjoyable, frustrating, exciting and boring they thought the game was (1=not at all
to 7=extremely).
Finally, in the third part of the experiment, we measured participants’ aggressive
inclinations towards the excluders, which was the main dependent variable of this study. To do so,
we adopted the Voodoo Doll Task (VDT; DeWall et al., 2013). The VDT offers participants the
opportunity to inflict harm by stabbing pins into a doll that represents a specific person (either
someone whom they know or someone who has provoked them in some way). Indeed, as reported
by DeWall et al. (2013) people transfer characteristics of a person onto a voodoo doll representing
that person. As a result, causing harm to a voodoo doll may have psychological similarities to
causing actual harm to the person the voodoo doll represents. In some experimental procedures, the
doll is virtual. Regardless of whether it is real or on a computer screen, the participants are told that
they can stab the doll with as many real or virtual pins as they want (DeWall et al., 2013). For the
purposes of our study, participants were presented with a doll representing one of the ostensible
partners with whom they played Cyberball. The voodoo doll was presented with a picture of a doll.
Participants were then told that they had the opportunity to stab the doll with 0 to 10 pins as they
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wished. Stabbing the doll with more pins indicated higher levels of aggressive intentions (DeWall et
al., 2013). Then, demographic information was collected.
Finally, about 2 weeks later, following the completion of the study, all participants were
fully debriefed. No participants expressed suspicion about the true purpose of the study. In
particular, none of the participants reported a link between video games and social exclusion. The
experimenter then disclosed the purpose of the study, and discussed the potentially harmful short-
terms effects of violent video games on players. A group discussion followed.
Results
Preliminary analyses
All statistical analysis was performed using SPSS v.24.0. Due to some initial technical
problems in the computer lab of the school, the Cyberball paradigm failed to load for 11
participants. Thus, all the analyses were conducted on data from 113 participants (see also Table 2).
Inclusionary status manipulation checks. A series of independent-samples t-tests revealed
that excluded participants reported to feel more ignored/excluded (M=4.69, SD=2.29) than included
participants (M=1.78, SD=1.11) t(111)=8.52, p<.001, d=1.61). Excluded participants also reported
receiving fewer tosses (M=4.84, SD=5.21) than included participants (M=10.76, SD=6.84),
t(111)=5.17, p<.001 d=0.97. Excluded participants also reported higher levels of negative emotions
(M=3.59, SD=1.30) than included participants (M=1.96, SD=0.79), t(111)=7.95, p<.001, d=1.51
Baseline video game preferences and video games manipulation checks. Similar to
Study 1, we found significant gender differences in video game usage. Males reported a higher
frequency of violent video game exposure (M=4.65, SD=2.06) than females (M=2.02, SD=1.72),
t(111)=7.13, p<.001, d=1.38. Moreover, males reported spending more time with video games in
general (M=6.29, SD=0.76) than females (M=5.34, SD=1.55), t(111)=4.29, p<.001, d=0.77. Thus,
the overall frequency of video game play and the frequency of violent video game exposure were
treated as covariates in all the analyses.
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Four items were included to assess whether the video game manipulation was successful.
First, we checked the name of the game reported by each participant. All the participants correctly
named the video game that they played. We then tested whether the violent video game was rated as
being more violent than the nonviolent video game. Independent-samples t-test indicated that the
violent game (M=5.37, SD=2.02) had significantly higher violence ratings than the nonviolent
game (M=1.16, SD=0.45), t(111)=15.72, p<.001, d=2.87.
No significant differences were found in game competitiveness between the violent
(M=4.38, SD=2.05) and nonviolent (M=4.59, SD=1.55) games, t(111)=0.60, p=.547, d=0.11.
Moreover, the violent game (M=4.62, SD=1.99) and nonviolent game (M=5.20, SD=1.48) were not
statistically different in terms of perceived involvement, t(111)=1.77, p=.079, d=0.33.
The violent game was also rated as difficult to play (M=2.87, SD=1.81) as the nonviolent
one (M=2.79, SD=1.61), t(111)=0.24, p=.80, d=0.04. We did not find significant differences on the
enjoyment of play between the two games adopted in our study (violent game M=4.81, SD=2.05;
non-violent game M=4.79, SD=1.95), t(111)=0.05, p=.95, d=0.01). Participants also reported that
playing the violent video game was frustrating (M=2.38, SD=1.79) and boring (M=2.13, SD=1.87)
as it was playing the non-violent game (respectively M=2.15, SD=1.51, t(111)=0.76, p=.44, d=0.13;
and M=2.20, SD=1.65, t(111)=0.18, p=.85, d=0.04). Finally, playing the violent game was also
perceived as exciting (M=4.27, SD=2.31) as the non-violent game (M=4.28, SD=1.72), t(111)=0.02,
p=.98, d=0.00 (see also Table 2).
Primary analyses
Our main hypothesis was tested using a 2 (inclusionary status: inclusion vs. exclusion) × 2
(type of video game: violent vs. nonviolent) ANCOVA. Regarding the covariates, no significant
effects were found for the frequency of video game play F(1,107)=2.50, p=.11,
η
p2
=.023 or for the
frequency of violent video game exposure F(1,107)=.006, p=.93,
η
p2
=.00.
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We found a significant main effect of the inclusionary status manipulation on aggressive
inclinations, indicating that excluded participants were more inclined to aggression (M=6.55,
SD=3.25) than included ones (M=2.56, SD=2.74), F(1,107)=54.35, p<.001, d=1.32. The analyses
also yielded a main effect of video game content, suggesting that adolescents who played a violent
video game stabbed the doll with more pins (M=5.85, SD=3.80) than participants who played a
nonviolent game (M=3.56, SD=3.09), F(1,107)=16.84, p<.001, d=.66. Most importantly, we found
a significant interaction effect between the inclusionary status manipulation and the video game
content on the number of pins used to stab the doll, F(1,107)=4.11, p=.045,
η
p2
=.037 (see Figure 2).
For excluded participants, the levels of aggressive inclinations towards the excluders were higher
following violent game playing (M=8.33, SD=2.37) than following nonviolent game playing
(M=5.00, SD=3.14), F(1,107)=19.41, p<.001, d=1.19. However, when participants were included,
the number of pins used to stab the doll did not differ for violent game players (M=3.16, SD=3.19)
and nonviolent game players (M=2.07, SD=2.24), F(1,107)=2.12, p=.148, d=0.39
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Brief discussion
Study 2 showed that violent video game playing can interact with social exclusion,
strengthening the effects of social exclusion on aggressive inclinations towards the perpetrators of
exclusion. Thus, not only did exclusion lead adolescents to have stronger preferences for violent
media (see Study 1) but the combination of exclusion and violent media exposure produced the
highest levels of aggressive inclinations towards the excluders.
General Discussion
Similar to violent video game playing, social exclusion has a strong impact on a wide array
of adolescents’ feelings, thoughts, and behaviors. Importantly, young adolescents have been found
to be particularly vulnerable to the detrimental consequences of both social exclusion (Juvonen,
Graham, & Schuster, 2003) and violent video games exposure (Dahl & Hariri, 2005). Social
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exclusion and violent video games exposure both have the ability to induce in the target a hostile
mindset and increased aggressive inclinations.
To date, research has primarily focused on the direct links between social exclusion and
aggression or violent video game exposure and aggression. However, little is known about the
reasons why adolescents choose to play violent video games in the first place. Moreover, little is
known about the relationship between these two experiences, which often co-occur during
adolescence. In the present research, we first predicted that social exclusion could increase
adolescents’ willingness to play violent video games. We also predicted that violent games could
increase the detrimental effects of social exclusion on aggressive inclinations. Our main findings
supported both predictions, showing that exclusionary experiences motivate adolescents to engage
with violent video games, which, in turn, could make these adolescents even more incline to
aggression. We also found that the specific combination of social exclusion and violent game
playing produces the highest aggressive tendencies responses towards the excluders (compared to
the other combinations of experimental conditions that we tested). Thus, our data suggest that social
exclusion and violent video game playing can interact fostering aggressive inclinations.
Considering the results of Study 1, we note that numerical trends suggested that excluded
participants, compared to included players, seemed to be less aware of the violent content of each of
the presented video games. However, excluded players were more eager to play violent video
games even when controlling for the baseline preferences for violent video games. In this regard,
previous literature showed that experiencing social exclusion can cause the activation of hostile
cognitions, which, in turn, have consequences on aggressive tendencies (DeWall et al., 2009). Past
research also suggested that teens play mature-rated violent video games because they believe that
violent gaming can help them to deal with anger and negative affect (Olson et al., 2007).
Accordingly, it is possible that the excluded adolescents in Study 1 might have been more prone to
look for the media content (e.g., violent games) either because it simply matched their current
mindset or because they believe that playing violent games would have allowed them to cope with
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the angry feelings caused by the exclusionary experience. At this regard, it is worth noticing that
findings of Study 2 further disconfirm the aggression catharsis hypothesis. In accordance with
previous research (Bushman, 2002; Bushman, Baumeister, & Phillips, 2001) we showed that the
use of violent media in response to the painful affective state caused by exclusionary episodes is not
an effective way of managing these emotions and actually leads to increased aggressive
inclinations.
Another interpretation of our finding could relate to the mood adjustment approach
(Knobloch, 2003). Following this rationale, the willingness to play violent video games in response
to social exclusion may be functional to maintain a hostile mindset to confront the perpetrators of
the exclusion (Knobloch-Westerwick & Alter, 2006). Results of Study 2 seem to support this
rationale. Several plausible mechanisms might account for the founded effects. A first explanation
would consider violent media playing following social exclusion to be a (dysfunctional) emotional
regulation strategy (Riva, 2016). At this regard, a possible strategy for terminating undesirable
affective states caused by exclusionary events is to engage in activity unrelated with the sources of
social exclusion (Riva, 2016). However, in the long run, teenagers who choose violent media to
deal with exclusionary experiences might end up more socially isolated than before considering
their higher antisocial tendencies.
A second explanation is suggested by an ego depleted state. Indeed, following social
exclusion, individuals are less able to exert self-regulation (Baumeister et al., 2005). Accordingly,
in Study 1, excluded teens might have preferred violent games because of their reduced motivation
to self-regulate. Similarly, in Study 2, excluded people might have entered the stage of violent
video game playing with reduced self-regulation abilities that ultimately lead them to display more
aggressive inclinations thereafter.
A third potential mechanism could be represented by a higher degree of moral
disengagement. Past research showed that excluded people feel entitled to act in a more dishonest
way (Poon et al., 2013). Thus, in both studies, excluded adolescents might had lower levels of
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moral concern (see also Footnote 1). In light of this, future studies should consider investigating the
role of moral disengagement as a possible moderator of the combined effects of social exclusion
and violent video game playing on aggressive tendencies.
Considering the findings of Study 1, we speculate that violent video games selection in
adolescence as a response to social exclusion will further influence beliefs, attitudes, and behavior
accordingly, leading to even stronger preferences for violent video games (see also Plaisier &
Konijn, 2013). In turn, violent video games exposure may produce aggression-related knowledge
structures and a hostile expectation bias (Bushman & Anderson, 2002) which may prime
adolescents to interpret ambiguous social situations as hostile, thus fostering hurt feelings and
increasing feelings of exclusion. In such a way, we argue that the unique combination of social
exclusion and exposure to violent video games can create an upward spiral of aggressive tendencies
in teenager (see also Den Hamer, Konijn, & Keijer, 2014; Den Hamer & Konijn, 2015 for a similar
approach).
Consideration should also be given to the potential positive effects of playing prosocial
video games. Study 1 suggested that social exclusion might have reduced adolescents’ preferences
for prosocial video games. Previous research has shown that playing video games in which the main
goal is to help other characters can decrease the accessibility of aggressive thoughts (Greitemeyer &
Osswald, 2009) and reduce aggressive behavior (Greitemeyer, Agthe, Turner, & Gschwendtner,
2012). Thus, not only exclusion might increase teens’ preference for violent media, it might also
decrease their attraction to prosocial ones. Therefore, future studies are needed to test the
hypothesis that exclusionary experience can stave off teenager from prosocial video game playing
and that exclusion-related aggressive tendencies could be counteracted by prosocial video game
exposure.
The present work is not without limitations. First, in Study 1, we explored participants’
perceptions of video games’ violent content following our manipulation of social exclusion.
However, given that violent video games are becoming increasingly more realistic and complex
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(e.g., often involving players with moral dilemmas), it would of primary importance to explore
other evaluative dimensions such as the identification with the game’s world. Second, to simplify
the data collection process at the schools, in Study 2, we employed only one violent (i.e., GTA San
Andreas) and one nonviolent (i.e., TRI: A Friendship and Madness) video game. However, to
increase the generalizability of the findings, future studies should consider adopting two video
games of each type (e.g., Gabbiadini et al., 2014) and control for video game attractiveness. Third,
we considered only the effects of short-term experiences of social exclusion and game playing.
Although it is noteworthy that only 60 seconds of ostracism from two unknown avatars on the
screen could produce a detectable effect in both studies, future researchers should consider long-
term or chronic experiences of social exclusion (e.g., social isolation). Similarly, future research
should take into account the effects of chronic exposure to violent video games beyond
experimental exposure to a violent game in a single session. Fourth, future studies should also
consider the role of individual differences (i.e., trait aggressiveness; trait hostility) in the
relationship between social exclusion, video game exposure and aggressive tendencies in
adolescents.
Conclusion
The present research contributes to both social and media psychology by showing that the
negative effects of violent video game exposure on aggression are only a small piece of a larger
puzzle, especially when considering adolescents. Although the links between violent video game
play and aggression have been repeatedly shown (for meta-analyses, see Anderson et al., 2010;
Greitemeyer & Mügge, 2014), most studies have focused on young adults (e.g., college students).
In fact, few studies have assessed the influence of violent video games on aggression during early
and middle adolescence. This is surprising, given that media’s effects on dysfunctional behaviors
can be greater during early adolescence, given the higher reactivity to physiological arousal that
occurs during this stage of development (Spear, 2000). In parallel, the consequences of social
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exclusion might be exacerbated in childhood and adolescence (Buhs, Ladd, & Herald, 2006; Hymel,
Vaillancourt, McDougall, & Renshaw, 2002).
Our research shows that social exclusion represents a risk factor that can exacerbate the
negative effects of violent video games on adolescents, at least in the short term. Increasingly more
cases of bullying are being reported in schools, and these episodes represent prototypical cases of
social exclusion for adolescents (Williams, Forgas, & von Hippel, 2005). From this perspective, our
findings should be of particular interest among teachers and educators. Knowing the factors (e.g.,
social exclusion) that make some adolescents more vulnerable than others to the detrimental effects
of violent media exposure on aggression can help teachers to develop targeted interventions for
teenagers. It is important for individuals who work with adolescents to be aware of the
consequences of violent media exposure, especially when dealing with those who are most
vulnerable to their effects, such as socially excluded teenagers.
Acknowledgements
The authors would like to thank the Editor and the anonymous reviewers for their helpful and
constructive comments. Finally, they would like to thank the “Rita Levi Montalcini” middle school
institute for allowing us to collect the data reported in this manuscript.
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Notes
1. We also included one item (“How much do you evaluate this video game as morally
acceptable?” assessed on a scale from 1 = not at all to 7 = extremely) for measuring the
moral acceptability of video games content in Study 1. However, a similar measure was not
included in Study 2 due to an error in preparing the study materials, and therefore it was not
included in the main text of the manuscript. Mauchly’s test indicated that the assumption of
sphericity had been violated
χ
2
(2)=76.17, p<.001, therefore degrees of freedom were
corrected using Huynh-Feldt estimates of sphericity (
ε
=.69). However, the analyses yielded
a main effect of the type of video game F(1.39,161.55)=29.20, p<.001,
η
p2
=.201 on the
evaluation of video games content moral acceptability, whereas the main effect of the social
exclusion manipulation was not F(1,116)=0.419, p=.519,
η
p2
=.004. These effects were
qualified by a significant interaction between the type of video game and the experimental
condition, F(1.39,161.55)=7.55, p=.003,
η
p2
=.061. Pairwise comparison revealed that
participants who were excluded evaluated violent video games as more morally acceptable
(M=3.75, SD=1.73) than participants who were included (M=2.58, SD=1.54;
F(1,116)=12.20, p=.001, d=0.71). No significant differences between excluded (M=4.76,
SD=1.41) and included participants (M=5.03, SD=1.64; F(1,116)=0.62, p=.432, d=0.17)
were found when considering the moral acceptability of non-violent games. Moreover, there
was no significant difference in the evaluation of pro-social games between excluded
(M=4.48, SD=1.57) and included (M=5.02, SD=1.60; F(1,116)=2.34, p=.129, d=0.34)
participants. These preliminary results suggest a possible effect of exclusionary status on
moral acceptability ratings for violent video games, thus highlighting the need for future
studies considering the role of this evaluative dimension.
2. The result patterns did not change when participants’ gender was entered as covariate.
Nevertheless, when treated as a covariate, participants’ gender showed a significant effect
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on the willingness to play the presented video games [F(1,114)=8.95, p=.003,
η
p2
=.073]
whereas no significant gender differences emerged on the evaluation of the violent content
of the games [F(1,114)=2.97, p=.087,
η
p2
=.025]. Thus, we tested an alternative model
considering participants’ gender as a separate factor. Therefore, gender and the social
exclusion manipulation were entered as independent variables, whereas the baseline
frequency of video game exposure and the baseline preference for violent video games were
entered as covariates. Mauchly’s test indicated that the assumption of sphericity had been
violated
χ
2
(2)=22.76, p <.001, therefore degrees of freedom were corrected using Huynh-
Feldt estimates of sphericity (
ε
=.89). No significant three-way interaction effect among the
type of video game (violent, neutral, prosocial), the experimental condition (exclusion,
inclusion) and gender emerged for the willingness to play the presented video games
[F(1.78,202.05)=0.116, p=.87,
η
p2
=.001]. A similar pattern of results was found for the
evaluation of video game violent contents (Mauchly’s test
χ
2
(2)=42.70, p <.001;
ε
=.80). The
three-way interaction effect among the type of video game, the experimental condition and
gender on the the evaluation of violent contents was not significant [F(1.60,181.14)=0.25,
p=.726,
η
p2
=.002]. Thus, our results are independent of participants’ gender.
3. The result patterns did not change when participants’ gender was entered as covariate. When
treated as a covariate, gender showed no significant effects on the number of stabbed pins in
the Voodoo Doll [F(1,106)=0.60, p=.43,
η
p2
=.006]. We also tested an alternative model
considering participants’ gender as a separate factor affecting the effects of video games on
aggressive inclinations. Thus, gender, the social exclusion manipulation and the type of
video game were entered as independent variables, whereas the baseline frequency of video
game exposure and the exposure to violent video games were treated as covariates. No
significant three-way interaction effect among the type of video game (violent, nonviolent),
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social exclusion and gender was found on aggressive inclinations [F(1,103)=2.15, p=.145,
η
p2
=.02].
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Figure captions
Figure 1. Effect of social exclusion (vs. inclusion) on the willingness to play violent, nonviolent
and prosocial video games. The capped vertical bars denote 1 standard error (SE). Means with
different letters are significantly different at the .05 level.
Figure 2. Effect of social exclusion (vs. inclusion) and type of video game (violent vs. nonviolent)
on aggressive inclinations as measured by the number of pins stabbed into a Voodoo Doll. The
capped vertical bars denote 1 standard error (SE). Means with different letters are significantly
different at the .05 level.
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Included participants Excluded participants
Willingness to play
violent games
non-violent games
pro-social games
a
b
b
bb
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Running head: SOCIAL EXCLUSION, VIDEO GAMES, AND AGGRESSION
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Table 1. Number of participants, means and standard deviations for each of the variables measured
for Study 1.
Inclusion Exclusion
N=53 N=67
M SD M SD
Age 14.09 1.83 13.91 1.59
Perceived ostracism 1.70 1.40 5.50 1.98
Rejected negative emotions scale 2.51 0.81 4.02 1.36
Frequency of video game exposure 5.11 1.68 5.09 1.88
Overall preference for violent video games 4.00 2.18 4.19 2.13
Overall preference for nonviolent video games 3.83 1.62 4.05 1.50
Violent content rating for violent video games 6.18 0.88 5.63 1.44
Violent content rating for neutral video games 1.27 0.43 1.41 0.56
Violent content rating for prosocial video games
1.62 0.63 1.79 0.82
Willingness to play violent video games 3.58 2.05 4.48 2.09
Willingness to play neutral video games 4.02 1.49 3.44 1.47
Willingness to play prosocial video games 3.53 1.40 2.81 1.67
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SOCIAL EXCLUSION, VIDEO GAMES, AND AGGRESSION
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Nonviolent video games
Violent video games
Included participants Excluded participants
Number of stabbed pins
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Table 2. Number of participants, means and standard deviations for each of the variables measured for Study 2.
Nonviolent video game Violent video game
Inclusion
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N=30 N = 31 N=25 N = 27
M SD M SD M SD M SD
Age 12.47 0.97 12.77 0.88 12.60 1.04 12.52 0.89
Perceived ostracism 1.66 1.04 4.75 2.29 1.92 1.20 4.62 2.32
Rejected negative emotions scale 1.76 0.65 3.18 1.04 2.19 0.90 4.05 1.43
Frequency of violent video games exposure 3.90 2.23 3.55 2.36 3.20 2.30 3.52 2.45
Overall frequency of video games play 5.70 1.34 5.94 1.45 5.68 1.18 6.26 0.81
Video game violence rating 1.07 0.25 1.26 0.57 4.64 2.28 6.04 1.50
Video game competitiveness rating 4.80 1.44 4.39 1.64 4.16 2.09 4.59 2.04
Video game involvement rating 5.30 1.36 5.10 1.59 3.96 2.07 5.22 1.74
Video game difficulty of control rating 2.90 1.64 2.68 1.60 3.00 1.89 2.74 1.76
Video game enjoyment rating 5.43 1.65 4.16 2.05 4.48 2.10 5.11 2.00
Video game frustration rating 2.17 1.41 2.13 1.62 2.04 1.30 2.70 2.12
Video game excitement rating 4.53 1.71 4.03 1.72 4.12 2.29 4.41 2.37
Video game boredom rating 2.10 1.42 2.29 1.86 2.16 1.57 2.11 2.13
Number of stabbed pins (VDT) 2.07 2.24 5.00 3.14 3.16 3.19 8.33 2.37
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... Long-term studies suggest that consistent involvement with violent video games forecasts future aggression, even when initial levels of aggressiveness are taken into consideration (Anderson et al., 2008). Experimental studies have additionally demonstrated the adverse impacts of violent video game exposure on aggression and associated cognitive processes (Gabbiadini & Riva, 2018). In this regard, various meta-analyses have demonstrated a direct relationship between users of violent video games and the presence of aggressive thoughts and behaviors (Anderson et al., 2010;Greitemeyer & Mügge, 2014). ...
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This research aims to study the psycho-social impact of video games on K12 students. For this, a probabilistic topic modelling analysis method based on text mining approach has been performed. This process is based on nodes’ connectivity and it has been developed through K Means approach; by launching the Jenks-Breaks algorithm. The sex differences are calculated according to a nonlinear dynamics approach based on Hurst exponent and multifractal function and the influence of time with the application of the Sobel test. The results show which are the most used video games by K12 and their psycho-social impact on students based on four categories: (1) boredom and sadness, (2) happiness and socialization, (3) immersion, and (4) families' conflicts. There are significant differences between boys and girls depending on the games they use, a factor that increases when playing more than two hours a day. For boys, games like FIFA and Fortnite produce higher levels of immersion and family conflict, while for girls, games are perceived as sources of greater happiness and a means to reinforce friendship and camaraderie, particularly with games like Brawl Stars, Rocket League, and PKXD.
... Adolescents who have higher PCSA have accumulated a large amount of aggression-related clues (such as social exclusion and frustration, etc.) through long-term interaction with negative life events, which increase their susceptibility to social adversities Davis et al., 2018;Gabbiadini and Riva, 2018). They will automatically implement an immediate assessment of the social adversity when they encounter certain clues. ...
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Backgrounds The prevalence of cyberbullying has brought about many adverse effects on adolescents’ mental health. Although current studies have shown that perceived chronic social adversity (PCSA) is closely related to cyberbullying perpetration among adolescents, the underlying mechanism of the relationship between the two remains relatively unclear. This study investigated the association of PCSA, rumination, mindfulness, and cyberbullying perpetration among adolescents, building upon the general strain theory, the general aggressive model, and the limited resource of self-control theory. Methods A sample of 477 Chinese high school students (Mage = 15.84 years, SDage = 0.67, 49.69% female) completed the Perceived Chronic Social Adversity Questionnaire, the Ruminative Responses Scale, the Child and Adolescent Mindfulness Measure, and the cyberbullying subscale of the Revised Cyber Bullying Inventory. The current study constructed a moderated mediation model to examine the relationship between PCSA and cyberbullying perpetration among adolescents and assessed the mediating role of rumination and the moderating role of mindfulness. Results The results revealed a significant positive correlation between PCSA and cyberbullying perpetration. Rumination mediated the relationship between PCSA and cyberbullying perpetration, whereas mindfulness moderated the latter half of the mediation pathway. Specifically, compared to adolescents with higher mindfulness, the association between rumination and cyberbullying perpetration is greater for adolescents with lower mindfulness. Conclusion The results further deepen our understanding of the mechanisms linking subjective perception of negative life events and cyberbullying perpetration among adolescents from the interaction of multiple factors, thus providing a basis for future interventions to encourage adolescents to properly cope with social adversity and promote positive mental health to reduce the risk of cyberbullying.
... Meanwhile, in the aftermath of social exclusion, the excluded individuals' adaptive responses to the experience are usually in two flavours. On the one hand, individuals display a reluctance to establish connections with the excluder for the negative emotions effects and may even exhibit aggressive behaviour (Chester et al., 2018;Gabbiadini & Riva, 2018). On the other hand, socially excluded individuals tend to exhibit a spectrum of pro-social behaviours aimed at mitigating their desire for belonging, such as a willingness to allocate more financial resources toward new interaction partners and a propensity to alter their self-concept in an effort to regain social connection (Richman et al., 2015). ...
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Social ostracism, a negative affective experience in interpersonal interactions, is thought to modulate the gaze-cueing effect (GCE). However, it is unclear whether the impact of social exclusion on the GCE is related to the identity of the cueing face. Therefore, the present study employed a two-phase paradigm to address this issue. In the first phase, two groups of participants were instructed to complete a Cyberball game with two virtual avatars to establish a binding relationship between a specific face’s identity and the emotions of social exclusion or inclusion. In the second phase, these two virtual avatars (exclusion faces/inclusion faces) and two new faces (control faces) were used as cueing faces in the gaze-cueing task. The results found that, for the exclusion group, the magnitudes of the GCEs for the exclusion and exclusion-control faces were similar in the 200 ms stimulus onset asynchrony (SOA) condition, while the exclusion face’s GCE was significantly smaller than that of the exclusion-control face in the 700 ms SOA condition. In contrast, for the inclusion group, the GCEs for inclusion and inclusion-control faces in both the 200 ms SOA and 700 ms SOA conditions did not significantly differ. This study reveals that the effect of social exclusion on the GCE is related to the identity of the cueing face, with individuals more reluctant to follow the gaze direction of excluder and shift their attention and provides experimental evidence that the perception of higher social relations can exert a top-down impact on the processing of social spatial cues.
... Based on Bronfenbrenner's (1979) ecological systems theory, Peer relationships have been shown to be significantly affected by parental conflict (Mcdowell and Parke, 2005;Racz et al., 2017), family socioeconomic status (Hjalmarsson, 2018;Bukowski et al., 2020), and parent-child communication (Runcan et al., 2012;O'Mara and Schrodt, 2017). Positive peer relationships among adolescents can also be affected by school factors in addition to family factors, such as academic performance (Horoz et al., 2022), school exclusion (Gabbiadini and Riva, 2018;Andrews et al., 2019), and school belonging (Demanet and Van Houtte, 2012;Fong Lam et al., 2015). Despite this, most of the data to date show that research has focused primarily on peer relationships as a factor in adolescents' psychological development and social adjustment, while the exploration of family intimacy in adolescents' positive peer relationships has been very limited. ...
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According to existing research, family intimacy affects the formation of peer relationships among adolescents; Parent–child relationships may influence children’s relationships with peers, but the mechanism of its influence is still unclear due to the uncertainty of its effect. According to the ecological systems theory, this study examines how family intimacy affects adolescent peer relationships through psychological capital and how self-identity moderates this effect. These hypotheses were tested based on a survey of 414 adolescents, which showed that family intimacy positively affects adolescent peer relationships; The relationship between family intimacy and adolescent peer relationships is mediated by psychological capital; Self-identity positively moderates the direct effects of family intimacy and adolescent peer relationships; Self-identity not only positively moderates the direct effect of psychological capital and adolescent peer relationship, but also positively moderates the indirect effect of family intimacy on adolescent peer relationship through psychological capital. This study provides new perspectives on the relevant mechanism of family intimacy and adolescent peer relationships.
... Specifically, social exclusion causes a decrease in the motivation to help and an increase in aggression (Twenge et al., 2007). Moreover, research has revealed that excluded people may give hot sauce to someone who does not like spicy food (Riva et al., 2015) or stick needles in voodoo dolls representing individuals who reject them (Gabbiadini & Riva, 2018). In the consumer field, consumers who experience service exclusion also engage in indirect misbehavior (Gong et al., 2022) or unethical behavior (Tunçel & Kavak, 2022). ...
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Many hotels and restaurants deploy service robots to improve the quality and efficiency of customer service, but this approach inevitably poses some risks and challenges. This study followed recent research on the ethical issues of new technologies and explored how customers react to different service agents (service robots vs. human staff) under service exclusion vs. inclusion. In four experiments, we found that in the hospitality industry, customers exhibited more unethical consumer behavior (UCB) when excluded by human staff (vs. service robots) under service exclusion, but more UCB when served by service robots (vs. human staff) under service inclusion. Moreover, anticipatory guilt mediated the interaction effect of service agents and service exclusion on UCB. In addition, we found that anthropomorphism strengthened UCB toward service robots under service exclusion and weakened UCB toward service robots under service inclusion. The results of the study not only extend theories related to service exclusion, but also provide a deeper understanding of ethical issues in human-robot interactions.
... While previous research has looked at toxicity in various settings and through multiple theoretical lenses, deriving insights related to relationships between social exclusion, and group norms [10,11], the role of social identity [18,29], team composition [25], measurement instruments [15] and many more, it remains unclear to what degree the academic understanding of the concept matches with players' lived experiences and the conceptions that gamers have regarding toxicity. To address this research gap, in this study we gathered structured essays from gamers, where they explain on a deep level how they understand 2 Zero Harm in Comms industry research project for mitigating gamer toxicity: https://www.riotgames.com/en/news/riot-games-the ...
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Negative online behaviors, such as toxicity, continue being issues in several popular multiplayer online games. Related research suggests that there are individual differences in how players understand the concept, and that various interconnected variables are relevant in understanding the emergence of toxicity. To explore this topic further, in this study, we gathered 16 essays from gamers regarding their experiences of toxicity in online games. Using the Gioia method for qualitative analysis, we divided the concepts described in the essays broadly into characteristics related to (1) the socio-technological setting in which the playing takes place; (2) the stakeholders' individual disposition including personality and player relationships; and (3) situational drivers, meaning events and actions that transpire during gameplay. As an important meta-level implication, our findings raise concerns regarding the lack of a universally shared view on toxicity, which were visible even with the rather homogenous sample of participants in this study.
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Introduction: One of the factors affecting adolescent aggression is the use of violent computer games. Computer games as a social phenomenon, along with other audio and video media in today's world, are the main audiences of children and adolescents because of their stunning growth and attraction, but the question is whether computer games, especially the type Their violent and combat effects have harmful effects on children and adolescents or have been magnified. Therefore, this study was aimed at determining the impact of using computer games on aggression in adolescents. Methods: In this descriptive study, the first high school male students were selected by 100 people by random clustered. The method of gathering field information and the data collection tool was the aggressive and fairy questionnaire. The confidence level of these tests was 95%. The analysis was performed by the 23 SPSS statistical software. Results: The average age of students was 0/82 and 13/82 years old and most interest in fighting and violent games. The results showed that there was a significant difference between aggression and students' grade point average (p=0/013), the Anova statistical test found that the relationship between the aggression questionnaire score and the type of games and the birth rate of the meaning is significant. The highest frequency of games was reported in rough fighting games with 45 abundance and the lowest in the creative computer game with 15 abundance. Conclusion: The results of the present study showed that the most popular game as well as the highest rate of adolescent aggression in relation to combat games and the lowest aggression in the creative intellectual game group. Students and adolescents with average academic status had the most aggressive impact on computer games.
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Research has shown that exposure to violent media increases aggression. However, the neural underpinnings of violent-media-related aggression are poorly understood. Additionally, few experiments have tested hypotheses concerning how to reduce violent-media-related aggression. In this experiment, we focused on a brain area involved in the regulation of aggressive impulses—the right ventrolateral prefrontal cortex (rVLPFC). We tested the hypothesis that brain polarization through anodal transcranial direct current stimulation (tDCS) over rVLPFC reduces aggression related to violent video games. Participants (N = 79) were randomly assigned to play a violent or a nonviolent video game while receiving anodal or sham stimulation. Afterward, participants aggressed against an ostensible partner using the Taylor aggression paradigm (Taylor Journal of Personality, 35, 297–310, 1967), which measures both unprovoked and provoked aggression. Among those who received sham stimulation, unprovoked aggression was significantly higher for violent-game players than for nonviolent-game players. Among those who received anodal stimulation, unprovoked aggression did not differ for violent- and nonviolent-game players. Thus, anodal stimulation reduced unprovoked aggression in violent-game players. No significant effects were found for provoked aggression, suggesting tit-for-tat responding. This experiment sheds light on one possible neural underpinning of violent-media-related aggression—the rVLPFC, a brain area involved in regulating negative feelings and aggressive impulses.
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From ostracism on the playground to romantic rejection, bullying at work, and social disregard for the aged, individuals are at constant risk of experiencing instances of social exclusion, including ostracism, rejection, dehumanization, and discrimination. These phenomena have a powerful impact as testified by their immediate influence on people’s thoughts, emotions, and behaviors. Social Exclusion: Psychological Approaches to Understanding and Reducing Its Impact investigates different psychological approaches, across multiple psychological subdisciplines, to understanding the causes and consequences of social exclusion and possible ways to reduce or buffer against its negative effects. The purpose of this volume is threefold. First, it lays the groundwork for the understanding of social exclusion research; reviewing the different instances of social exclusion in everyday life and methods to experimentally investigate them. Second, this volume brings together different psychological approaches to the topic of social exclusion. Leading scholars from around the world contribute perspectives from social psychology, social neuroscience, developmental psychology, educational psychology, work and organizational psychology, clinical psychology, and social gerontology to provide a comprehensive overview of social exclusion research in different psychological subdisciplines. Taken together, these chapters are conducive to the important development of new and more integrative research models on social exclusion. Finally, this volume discusses psychological strategies such as emotion regulation, psychological resources, and brain mechanisms that can reduce or buffer against the negative consequences of social exclusion. From school shootings to domestic violence, from cognitive impairment to suicide attempts, the negative impact of social exclusion has been widely documented. Thus, from an applied perspective, knowing potential ways to mitigate the negative effects of social exclusion can have a significant positive influence on people’s—and society’s—well-being. Overall, this book provides the reader with the knowledge to understand the impact of social exclusion and with tools to address it across many different contexts. Importantly, Social Exclusion: Psychological Approaches to Understanding and Reducing Its Impact aims to bridge the gap between the approaches of different psychological subdisciplines to this topic, working towards a comprehensive, integrative model of social exclusion.
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Empathy-putting oneself in another's shoes-has been described as the "social glue" that holds society together. This study investigates how exposure to sexist video games can decrease empathy for female violence victims. We hypothesized that playing violent-sexist video games would increase endorsement of masculine beliefs, especially among participants who highly identify with dominant and aggressive male game characters. We also hypothesized that the endorsement of masculine beliefs would reduce empathy toward female violence victims. Participants (N = 154) were randomly assigned to play a violent-sexist game, a violent-only game, or a non-violent game. After gameplay, measures of identification with the game character, traditional masculine beliefs, and empathy for female violence victims were assessed. We found that participants' gender and their identification with the violent male video game character moderated the effects of the exposure to sexist-violent video games on masculine beliefs. Our results supported the prediction that playing violent-sexist video games increases masculine beliefs, which occurred for male (but not female) participants who were highly identified with the game character. Masculine beliefs, in turn, negatively predicted empathic feelings for female violence victims. Overall, our study shows who is most affected by the exposure to sexist-violent video games, and why the effects occur. (200 words).
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Do people aggress to make themselves feel better? We adapted a procedure used by G. K. Manucia, D. J. Baumann, and R. B. Cialdini (1984), in which some participants are given a bogus mood-freezing pill that makes affect regulation efforts ineffective. In Study 1, people who had been induced to believe in the value of catharsis and venting anger responded more aggressively than did control participants to insulting criticism, but this aggression was eliminated by the mood-freezing pill. Study 2 showed similar results among people with high anger-out (i.e., expressing and venting anger) tendencies. Studies 3 and 4 provided questionnaire data consistent with these interpretations, and Study 5 replicated the findings of Studies I and 2 using measures more directly concerned with affect regulation. Taken together, these results suggest that many people may engage in aggression to regulate (improve) their own affective states.
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Violent video games glorify and reward immoral behaviors (e.g., murder, assault, rape, robbery, arson, motor vehicle theft). Based on the moral disengagement theory, we predicted that violent games would increase multiple immoral behaviors (i.e., lack of self-control, cheating, aggression), especially for people high in moral disengagement. High school students (N = 172) who had completed a measure of moral disengagement were randomly assigned to play one of the Grand Theft Auto (GTA) violent video games, or a nonviolent game. Self-control was measured using the weight of uneaten chocolates (i.e., M&M’s) in a bowl by the computer. After gameplay, participants could cheat on a test to win raffle tickets for attractive prizes (e.g., iPad). Aggression was measured using a competitive task in which participants could give an ostensible partner unpleasant noise blasts through headphones. Results showed that violent video games decreased self-control and increased cheating and aggression, especially for people high in moral disengagement.
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The concept that doing something to “vent” aggression as a method of reducing aggressive feelings and behaviors, such as watching media violence or playing violent video games, continues to enjoy widespread public support despite a lack of empirical support. This article describes the historical origins of the concept and examines how well these conceptions fit with the modern usage of the aggression catharsis hypothesis. It is argued that there are four primary flaws with the catharsis hypothesis. First, the metaphor underlying Freud, Breuer, and Lorenz’s conception of aggression is flawed. Aggression is not a drive. Second, although Aristotle did use the term catharsis with relation to violent media (plays and poetry), he did not mean that viewing media violence can purge the viewer of aggressive feelings or behaviors. Furthermore, he describes several detailed requirements of plot and character that must be followed if his type of catharsis is to be achieved, and modern media violence does not meet these requirements. Third, the empirical support is not only lacking, a large empirical base contradicts the catharsis hypothesis. This is seen both in studies attempting to demonstrate catharsis directly and in the broader media violence literature. Fourth, human neuroscience contradicts the catharsis hypothesis. Learning is not hindered by viewing something one more time—it is improved. Taken together, it appears that there is no possible way that the aggression catharsis hypothesis can be accurate. It nevertheless continues to “feel” correct at a phenomenological level, and the reasons for this are discussed.
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Stripping away the hype, this book describes how, when, and why media violence can influence children of different ages, giving parents and teachers the power to maximize the media's benefits and minimize its harm. There are many opinions about media violence and children, but not all are supported by science. In this book, the top experts gather the latest results from 50 years of scientific study as the basis for a comprehensive, in-depth examination of the complex issues surrounding the effects of media violence of different types. Each chapter focuses on a particular issue of concern, including "hot" topics such as brain development, cyber-bullying, video games, and verbal aggression. Articles take into account factors such as economics, differences based on the ages of children, and differences between types of media violence. This book provides the information parents and those who work with families need to make the best choices. It includes chapters specifically relevant to the types of bullying schools have the most trouble identifying and controlling. Most importantly, the writing is both intelligent and accessible so that parents, educators, pediatricians, and policymakers can understand and apply the findings presented.
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Several chapters of this book highlighted in detail the negative consequences of social exclusion at different stages of the human development and in different social contexts. This chapter considers how to reduce the negative consequences of social exclusion. Specifically, by integrating findings from the literature on reactions to social exclusion with contemporary models of emotion regulation, it considers the impact of deliberate forms of emotion regulation on responses to social exclusion. A two-dimensional model of emotion regulation to social exclusion is introduced. The first dimension (cognitive–behavioral) refers to whether the response is mainly directed through thoughts or behavior. The second dimension (approach–avoidance) refers to whether the response is directed towards the source of distress or away from it. Resulting regulatory strategies include suppression, distraction, focused attention, rumination, positive reappraisal, acceptance, physical exercise, alcohol, drugs, violent media, gambling, aggression, and seeking social connections. The chapter also considers future directions that research on emotion regulation should take in the context of social exclusion. Such directions include the role of individual differences, controlled versus automatic processes, intrinsic versus extrinsic emotion regulation, social and physical pain overlap, psychological flexibility, and chronic social exclusion. Overall, this chapter presents research testifying the key role of emotion regulation in reducing the negative outcomes of social exclusion. Some of the strategies reviewed here can be usefully adopted in a variety of settings (e.g., schools, workplaces, clinics) to help people who are experiencing instances of social exclusion adopt adaptive rather than maladaptive cognitions and behaviors.
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The aim of this study was to examine the effect of adolescents' exposure to media portraying antisocial and risk behavior on cyberbullying behavior over time. Previous research established relatively high prevalence of cyberbullying behavior among adolescents, although not much is known about the possible predictors of cyberbullying behavior. This study examines the long-term effects of media exposure herein. Furthermore, we examined whether boys and girls differ in this respect. The long-term effects were tested in a longitudinal design with three waves (N = 1,005; age range, 11-17 years; 49% boys). Measured variables: cyberbullying behavior and exposure to media with antisocial and risk behavior content. Results of mixed-model analyses showed that higher levels of exposure to media with antisocial and risk behavior content significantly contributed to higher initial rates of cyberbullying behavior. Moreover, an increase in exposure to antisocial media content was significantly related to an increase in cyberbullying behavior over time. For both boys and girls, higher exposure to antisocial and risk behavior media content increases cyberbullying behavior over time though more clearly for boys than for girls. This study provided empirical support for the amplifying effect of exposure to antisocial media content on adolescents' cyberbullying behavior over time. Results are discussed in view of adolescents' media use and the larger theoretical framework. Copyright © 2015 Society for Adolescent Health and Medicine. Published by Elsevier Inc. All rights reserved.