Are the effects of unreal violent videogames pronounced when playing with a virtual reality system?

Detalhes bibliográficos
Autor(a) principal: Arriaga, P.
Data de Publicação: 2008
Outros Autores: Esteves, F., Carneiro, M. P., Monteiro, M.
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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spelling 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)
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