2013
DOI: 10.1002/ab.21487
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Virtually justifiable homicide: The effects of prosocial contexts on the link between violent video games, aggression, and prosocial and hostile cognition

Abstract: Previous work has shown that playing violent video games can stimulate aggression toward others. The current research has identified a potential exception. Participants who played a violent game in which the violence had an explicitly prosocial motive (i.e., protecting a friend and furthering his nonviolent goals) were found to show lower short-term aggression (Study 1) and show higher levels of prosocial cognition (Study 2) than individuals who played a violent game in which the violence was motivated by more… Show more

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Cited by 34 publications
(28 citation statements)
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“…For instance, playing a violent video game can prime aggressive thoughts, increase hostile affect, and cause physiological arousal. 2 Behavioral and attitudinal measures relating to Internet use and video games are associated with a measure of violent delinquency and antisocial behaviors, 3 and also with dysfunction at home, increased aggression, 4,5 depression, 6 and psychological well-being. 7,8 Academically, children who spend a lot of time on screen devices may experience failure in school performance.…”
mentioning
confidence: 99%
“…For instance, playing a violent video game can prime aggressive thoughts, increase hostile affect, and cause physiological arousal. 2 Behavioral and attitudinal measures relating to Internet use and video games are associated with a measure of violent delinquency and antisocial behaviors, 3 and also with dysfunction at home, increased aggression, 4,5 depression, 6 and psychological well-being. 7,8 Academically, children who spend a lot of time on screen devices may experience failure in school performance.…”
mentioning
confidence: 99%
“…Cooperation games, in this sense, could be associated with more prosocial behaviors (Ewoldsen et al, 2012b;Greitemeyer & Cox, 2013;Greitemeyer et al, 2012). Other studies shows that contextual characteristics of the avatar played (Dolgov, Graves, Nearents, Schwark, & Volkman, 2014) and character motivation (Gitter, Ewell, Guadagno, Stillman, & Baumeister, 2013) also could play a signifi cant role on the occurrence of prosocial behavior outside the game. Those evidences suggest that the context of play could be an important variable for understanding the infl uence of video games on behavior.…”
Section: Digital Games and Prosocial Behavior Cognition And Affectmentioning
confidence: 94%
“…Svarīgi situatīvie faktori ir datorspēles spēja noturēt spēlētāja interesi, datorspēles saturs (prosociāls, neitrāls, vardarbīgs) un laiks, kas pavadīts, spēlējot datorspēli. Starp situatīvajiem un personiskajiem faktoriem notiek mijiedarbība, piemēram, vardarbīgas datorspēles saturs varētu vairāk ietekmēt tos indivīdus, kuri jau ir ar agresīvām raksturīpašībām (Gitter et al, 2013).…”
Section: Datorspēļu Ietekme Uz Spēlētāju: Vispārējā Iemācīšanās Modeļunclassified
“…Spēles prosociālais konteksts var ietekmēt spēlētāja vardarbīgo elementu uztveri (Gitter et al, 2013). Ir arī iespējams, ka aktivizētās prosociālās kognīcijas konkurē ar agresīvām kognīcijām, lai iegūtu spēlētāja uzmanību.…”
Section: Vardarbīgas Datorspēles Ar Prosociāliem Elementiemunclassified
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