2008
DOI: 10.1037/1528-3542.8.1.114
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The psychophysiology of James Bond: Phasic emotional responses to violent video game events.

Abstract: The authors examined emotional valence- and arousal-related phasic psychophysiological responses to different violent events in the first-person shooter video game "James Bond 007: NightFire" among 36 young adults. Event-related changes in zygomaticus major, corrugator supercilii, and orbicularis oculi electromyographic (EMG) activity and skin conductance level (SCL) were recorded, and the participants rated their emotions and the trait psychoticism based on the Psychoticism dimension of the Eysenck Personalit… Show more

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Cited by 167 publications
(143 citation statements)
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“…playing with friends or strangers [13]), game events (e.g. killing an enemy [14]) and game features (e.g. camera viewpoint [3]) to the player's state.…”
Section: Related Workmentioning
confidence: 99%
“…playing with friends or strangers [13]), game events (e.g. killing an enemy [14]) and game features (e.g. camera viewpoint [3]) to the player's state.…”
Section: Related Workmentioning
confidence: 99%
“…The paradigm adopts a MMORPG as the task for speakers to induce their emotion. The effect of a game to induce emotion was proved in earlier studies [20][21][22][23][24][25]. Emotion expressivity is the characteristic that vocal expression is influenced by induced emotion.…”
Section: Emotional Speech Collection Paradigmmentioning
confidence: 95%
“…To induce speaker's emotion, a Massively Multiplayer Online Role-Playing Game (MMORPG) is adopted with reference to the research on emotion and decision making [20][21][22] and emotion studies for entertainment computing [23][24][25], and the subject's emotional response to the game is successfully induced. As our analytical interest is focused on speech, our goal is not just to induce the speaker's emotion but also to record naturalistic expressive utterances containing spontaneous emotion evoked in a usual environment for speakers.…”
Section: Introductionmentioning
confidence: 99%
“…In such games, the player completes game stages when he or she strives to relax through mental concentration. Most theorists endorse the view that emotions comprise three components: subjective experience (e.g., feeling joyous), expressive behavior (e.g., smiling), and a physiological component (e.g., sympathetic arousal); others add motivational state or action tendency and/or cognitive processing to that list [5]. However, most BF games have been regarded as merely instruments for the user's health.…”
Section: Introductionmentioning
confidence: 99%