Are the effects of unreal violent videogames pronounced when playing with a virtual reality system?
Autor(a) principal: | |
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Data de Publicação: | 2008 |
Outros Autores: | , , |
Tipo de documento: | Artigo |
Idioma: | eng |
Título da fonte: | Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
Texto Completo: | http://hdl.handle.net/10071/2149 https://ciencia.iscte-iul.pt/id/ci-pub-16051 |
Resumo: | This study was conducted to analyze the short-term effects of violent electronic games, played with or without a virtual reality (VR) device, on the instigation of aggressive behavior. Physiological arousal (heart rate (HR)), priming of aggressive thoughts, and state hostility were also measured to test their possible mediation on the relationship between playing the violent game (VG) and aggression. The participants—148 undergraduate students—were randomly assigned to four treatment conditions: two groups played a violent computer game (Unreal Tournament), and the other two a non-violent game (Motocross Madness), half with a VR device and the remaining participants on the computer screen. In order to assess the game effects the following instruments were used: a BIOPAC System MP100 to measure HR, an Emotional Stroop task to analyze the priming of aggressive and fear thoughts, a self-report State Hostility Scale to measure hostility, and a competitive reaction-time task to assess aggressive behavior. The main results indicated that the violent computer game had effects on state hostility and aggression. Although no significant mediation effect could be detected, regression analyses showed an indirect effect of state hostility between playing a VG and aggression |
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Are the effects of unreal violent videogames pronounced when playing with a virtual reality system?Violent electronic gamesVirtual reality systemAggressionThis study was conducted to analyze the short-term effects of violent electronic games, played with or without a virtual reality (VR) device, on the instigation of aggressive behavior. Physiological arousal (heart rate (HR)), priming of aggressive thoughts, and state hostility were also measured to test their possible mediation on the relationship between playing the violent game (VG) and aggression. The participants—148 undergraduate students—were randomly assigned to four treatment conditions: two groups played a violent computer game (Unreal Tournament), and the other two a non-violent game (Motocross Madness), half with a VR device and the remaining participants on the computer screen. In order to assess the game effects the following instruments were used: a BIOPAC System MP100 to measure HR, an Emotional Stroop task to analyze the priming of aggressive and fear thoughts, a self-report State Hostility Scale to measure hostility, and a competitive reaction-time task to assess aggressive behavior. The main results indicated that the violent computer game had effects on state hostility and aggression. Although no significant mediation effect could be detected, regression analyses showed an indirect effect of state hostility between playing a VG and aggressionWiley2010-10-22T19:20:43Z2008-01-01T00:00:00Z20082010-10-22T00:14:40Zinfo:eu-repo/semantics/publishedVersioninfo:eu-repo/semantics/articleapplication/pdfhttp://hdl.handle.net/10071/2149https://ciencia.iscte-iul.pt/id/ci-pub-16051eng0096-140X10.1002/ab.20272Arriaga, P.Esteves, F.Carneiro, M. P.Monteiro, M.info:eu-repo/semantics/openAccessreponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos)instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informaçãoinstacron:RCAAP2023-07-25T17:34:17ZPortal AgregadorONG |
dc.title.none.fl_str_mv |
Are the effects of unreal violent videogames pronounced when playing with a virtual reality system? |
title |
Are the effects of unreal violent videogames pronounced when playing with a virtual reality system? |
spellingShingle |
Are the effects of unreal violent videogames pronounced when playing with a virtual reality system? Arriaga, P. Violent electronic games Virtual reality system Aggression |
title_short |
Are the effects of unreal violent videogames pronounced when playing with a virtual reality system? |
title_full |
Are the effects of unreal violent videogames pronounced when playing with a virtual reality system? |
title_fullStr |
Are the effects of unreal violent videogames pronounced when playing with a virtual reality system? |
title_full_unstemmed |
Are the effects of unreal violent videogames pronounced when playing with a virtual reality system? |
title_sort |
Are the effects of unreal violent videogames pronounced when playing with a virtual reality system? |
author |
Arriaga, P. |
author_facet |
Arriaga, P. Esteves, F. Carneiro, M. P. Monteiro, M. |
author_role |
author |
author2 |
Esteves, F. Carneiro, M. P. Monteiro, M. |
author2_role |
author author author |
dc.contributor.author.fl_str_mv |
Arriaga, P. Esteves, F. Carneiro, M. P. Monteiro, M. |
dc.subject.por.fl_str_mv |
Violent electronic games Virtual reality system Aggression |
topic |
Violent electronic games Virtual reality system Aggression |
description |
This study was conducted to analyze the short-term effects of violent electronic games, played with or without a virtual reality (VR) device, on the instigation of aggressive behavior. Physiological arousal (heart rate (HR)), priming of aggressive thoughts, and state hostility were also measured to test their possible mediation on the relationship between playing the violent game (VG) and aggression. The participants—148 undergraduate students—were randomly assigned to four treatment conditions: two groups played a violent computer game (Unreal Tournament), and the other two a non-violent game (Motocross Madness), half with a VR device and the remaining participants on the computer screen. In order to assess the game effects the following instruments were used: a BIOPAC System MP100 to measure HR, an Emotional Stroop task to analyze the priming of aggressive and fear thoughts, a self-report State Hostility Scale to measure hostility, and a competitive reaction-time task to assess aggressive behavior. The main results indicated that the violent computer game had effects on state hostility and aggression. Although no significant mediation effect could be detected, regression analyses showed an indirect effect of state hostility between playing a VG and aggression |
publishDate |
2008 |
dc.date.none.fl_str_mv |
2008-01-01T00:00:00Z 2008 2010-10-22T19:20:43Z 2010-10-22T00:14:40Z |
dc.type.status.fl_str_mv |
info:eu-repo/semantics/publishedVersion |
dc.type.driver.fl_str_mv |
info:eu-repo/semantics/article |
format |
article |
status_str |
publishedVersion |
dc.identifier.uri.fl_str_mv |
http://hdl.handle.net/10071/2149 https://ciencia.iscte-iul.pt/id/ci-pub-16051 |
url |
http://hdl.handle.net/10071/2149 https://ciencia.iscte-iul.pt/id/ci-pub-16051 |
dc.language.iso.fl_str_mv |
eng |
language |
eng |
dc.relation.none.fl_str_mv |
0096-140X 10.1002/ab.20272 |
dc.rights.driver.fl_str_mv |
info:eu-repo/semantics/openAccess |
eu_rights_str_mv |
openAccess |
dc.format.none.fl_str_mv |
application/pdf |
dc.publisher.none.fl_str_mv |
Wiley |
publisher.none.fl_str_mv |
Wiley |
dc.source.none.fl_str_mv |
reponame:Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) instname:Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação instacron:RCAAP |
instname_str |
Agência para a Sociedade do Conhecimento (UMIC) - FCT - Sociedade da Informação |
instacron_str |
RCAAP |
institution |
RCAAP |
reponame_str |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
collection |
Repositório Científico de Acesso Aberto de Portugal (Repositórios Cientìficos) |
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1777303987607830528 |