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Journal Article

Citation

Bösche W. J. Media Psychol. 2009; 21(4): 145-150.

Copyright

(Copyright © 2009, American Psychological Association, Publisher Hogrefe Publishing)

DOI

10.1027/1864-1105.21.4.145

PMID

unavailable

Abstract

This study assesses the impact of violent video game content on players' game performance. According to the desensitization hypothesis (Carnagey, Anderson, & Bushman, 2007), violent content may elicit negative affective responses and inhibitions, which in turn should interfere with performance. On the other hand, the players might understand virtual violent acts as a digital form of rough-and-tumble play, associated with positive emotions and mobilization, which in turn should raise performance. To test these competing hypotheses on game performance, N = 50 males with no prior violent gaming experience were exposed to three different versions of a custom-made video game in which the actions to be performed were identical, though they were audio-visually presented to appear either nonviolent, moderately, or extremely violent. The results show no indication of an initial inhibition of aggressive behavior, that is, performance is elevated and remains so if the action is presented audio-visually as being violent. This supports the notion that being involved in violent video game activity is perceived as an essentially harmless acting-out of playful fighting behavior.

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