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Journal Article

Citation

Kim KJ, Sundar SS. Cyberpsychol. Behav. Soc. Netw. 2013; 16(5): 329-334.

Affiliation

Department of Interaction Science, Sungkyunkwan University , Seoul, Korea.

Copyright

(Copyright © 2013, Mary Ann Liebert Publishers)

DOI

10.1089/cyber.2012.0500

PMID

23505967

Abstract

Aggressiveness attributed to violent video game play is typically studied as a function of the content features of the game. However, can interface features of the game also affect aggression? Guided by the General Aggression Model (GAM), we examine the controller type (gun replica vs. mouse) and screen size (large vs. small) as key technological aspects that may affect the state aggression of gamers, with spatial presence and arousal as potential mediators. Results from a between-subjects experiment showed that a realistic controller and a large screen display induced greater aggression, presence, and arousal than a conventional mouse and a small screen display, respectively, and confirmed that trait aggression was a significant predictor of gamers' state aggression. Contrary to GAM, however, arousal showed no effects on aggression; instead, presence emerged as a significant mediator.


Language: en

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