2020
DOI: 10.18256/2175-5027.2020.v12i1.3172
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The effect of video games on positive and negative cognitions

Abstract: Os efeitos dos videogames atraíram a atenção de muitos pesquisadores em psicologia, especialmente quando se sugere comportamentos agressivos relacionados a jogos violentos. Os jogos com conteúdo pró-sociais despertaram menos atenção, mas as pesquisas na área revelam que os jogos pró-sociais aumentam as cognições positivas e que os jogos violentos aumentam a incidência de cognições agressivas. O objetivo do atual estudo foi verificar o efeito de jogos violentos e pró-sociais sobre as cognições dos jogadores den… Show more

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Cited by 4 publications
(2 citation statements)
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References 23 publications
(41 reference statements)
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“…Besides video games with prosocial content, other laboratory studies have documented that shortterm violent video game play increased aggressive behavioral outcomes (Groves et al, 2019;Drummond et al, 2021) via habituation (Diaz et al, 2016), increased negative cognition (Mariano et al, 2020), and sympathetic nervous system activation (Gentile et al, 2017). For example, in Tian et al's (2019) study, participants played one of two commercial video games (containing violent or neutral content) for 30 minutes in the laboratory setting.…”
Section: Laboratory Studiesmentioning
confidence: 99%
“…Besides video games with prosocial content, other laboratory studies have documented that shortterm violent video game play increased aggressive behavioral outcomes (Groves et al, 2019;Drummond et al, 2021) via habituation (Diaz et al, 2016), increased negative cognition (Mariano et al, 2020), and sympathetic nervous system activation (Gentile et al, 2017). For example, in Tian et al's (2019) study, participants played one of two commercial video games (containing violent or neutral content) for 30 minutes in the laboratory setting.…”
Section: Laboratory Studiesmentioning
confidence: 99%
“…Video games have become popular as a form of entertainment [ 1 ]. The General Aggression Model [ 2 ] and the General Learning Model [ 3 ] suggest that violent content in video games influences aggressive cognition [ 4 , 5 ] and negative emotions [ 6 , 7 ], leading to aggressive behaviors [ 8 , 9 ]. However, individuals passively receive content delivered by the game and actively invest cognitive resources while playing video games, potentially affecting social behaviors in the short term.…”
Section: Introductionmentioning
confidence: 99%