z-logo
Premium
Effects of realism on extended violent and nonviolent video game play on aggressive thoughts, feelings, and physiological arousal
Author(s) -
Barlett Christopher P.,
Rodeheffer Christopher
Publication year - 2009
Publication title -
aggressive behavior
Language(s) - English
Resource type - Journals
SCImago Journal Rank - 1.223
H-Index - 92
eISSN - 1098-2337
pISSN - 0096-140X
DOI - 10.1002/ab.20279
Subject(s) - feeling , arousal , psychology , poison control , video game , injury prevention , human factors and ergonomics , suicide prevention , realism , social psychology , cognitive psychology , medical emergency , medicine , computer science , multimedia , art , literature
Previous research has shown that playing violent video game exposure can increase aggressive thoughts, aggressive feelings, and physiological arousal. This study compared the effects that playing a realistic violent, unrealistic violent, or nonviolent video game for 45 min has on such variables. For the purpose of this study, realism was defined as the probability of seeing an event in real life. Participants ( N =74; 39 male, 35 female) played either a realistic violent, unrealistic violent, or nonviolent video game for 45 min. Aggressive thoughts and aggressive feelings were measured four times (every 15 min), whereas arousal was measured continuously. The results showed that, though playing any violent game stimulated aggressive thoughts, playing a more realistic violent game stimulated significantly more aggressive feelings and arousal over the course of play. Aggr. Behav. 35:213–224, 2009. © 2009 Wiley‐Liss, Inc.

This content is not available in your region!

Continue researching here.

Having issues? You can contact us here