2020
DOI: 10.1590/1413-82712020250205
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“Brutal Kill!” Violent video games as a predictor of aggression

Abstract: In recent years, many international studies have investigated the relationship between violent games and violence, aggressiveness and delinquent behavior, but there are scarce studies in Brazil on the subject. The aim of this research was to investigate the relationship between dispositional behavior and antisocial behavior correlated with the playing of violent content video games. A total of 249 high school students participated in the study, of which 154 were women and 95 were men, aged 13-20 years (M = 15.… Show more

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Cited by 10 publications
(5 citation statements)
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“…The results also corroborate the postulates of social learning, with media serving as a model for aggressive behavior (Anderson & Bushman, 2018;Bandura, 1997). Thus, in line with studies applying GAM in other media formats (e.g., video games, music), the present study indicated not only that the consumption of antisocial online content increases the likelihood of online trolling, but that using a social media where this behavior is common also influences its occurrence (Bushman & Huesmann, 2006;Medeiros et al, 2020). Thus, future studies may consider these situational variables in conjunction with personal variables such as personality to understand the underlying mechanisms of online trolling in more detail.…”
Section: Discussionsupporting
confidence: 88%
See 1 more Smart Citation
“…The results also corroborate the postulates of social learning, with media serving as a model for aggressive behavior (Anderson & Bushman, 2018;Bandura, 1997). Thus, in line with studies applying GAM in other media formats (e.g., video games, music), the present study indicated not only that the consumption of antisocial online content increases the likelihood of online trolling, but that using a social media where this behavior is common also influences its occurrence (Bushman & Huesmann, 2006;Medeiros et al, 2020). Thus, future studies may consider these situational variables in conjunction with personal variables such as personality to understand the underlying mechanisms of online trolling in more detail.…”
Section: Discussionsupporting
confidence: 88%
“…In the context of GAM, gender is considered a personal variable, which, together with situational variables and in the cycle of aggressive behavior's context, can increase the likelihood of engaging in a given action (Medeiros et al, 2020). Arriaga and Aguiar (2019) therefore suggest that the impact of gender on aggression depends on what motivates this behavior: Considering that the search for negative social potency is associated with both trolling and male gender (Craker & March 2016), this underlying motivation can explain the observed differences.…”
Section: Discussionmentioning
confidence: 99%
“…In fact, VR is used not only in a clinical setting but also for ludic purposes. As an example, the user may have the chance to use VR sex games, which have been related to an increase in aggression and sexist biases [83,84]. Similarly to what we claim about SexRs, if the partner in VR reproduces the same collusiveconfirmatory dynamic towards the user, we believe that a similar effects highlighted in our work can occur, albeit with reduced intensity.…”
Section: Immersivity As a Requirement Of Transferability: Virtual And Augmented Realitysupporting
confidence: 78%
“…H₁ was corroborated, with the group exposed to aggressive online content showing more aggressive behavior. Numerous studies based on GAM emphasize the media's importance in developing aggressive behaviors, which is one of the model's basic assumptions (e.g., Anderson et al, 2003; Bushman & Huesmann, 2010; Medeiros et al, 2020). As Lennings and Warburton (2011) point out, this relationship is mainly observed in media formats with visual stimuli, such as the posts used in the present study.…”
Section: Discussionmentioning
confidence: 99%