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Journal Article

Citation

Matthews NL, Weaver AJ. Mass Commun. Soc. 2013; 16(6): 829-846.

Copyright

(Copyright © 2013, Informa - Taylor and Francis Group)

DOI

10.1080/15205436.2013.773043

PMID

unavailable

Abstract

This study investigated the effect of individuals' self-reported skill levels on generated violent content. After playing a violent video game, participants (N=68) completed a questionnaire determining skill level with measures modified from previous game studies. The resulting 4,023 instances of violence were analyzed using techniques adapted from prior video game content analyses and the National Television Violence Study.

FINDINGS indicated a significant difference in the amount and context of violent acts between higher skilled and lower skilled players. Those who reported being higher skilled generated more instances of violence, were more often the perpetrators rather than the targets of violence, experienced greater consequences (graphicness) of violence, and experienced more on-screen and up-close violence.


Language: en

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