SAFETYLIT WEEKLY UPDATE

We compile citations and summaries of about 400 new articles every week.
RSS Feed

HELP: Tutorials | FAQ
CONTACT US: Contact info

Search Results

Journal Article

Citation

Arriaga P, Esteves FG, Carneiro P, Monteiro MB. Aggressive Behav. 2008; 34(5): 521-538.

Affiliation

Faculdade de Psicologia, Lisboa e Centro de Estudos de Psicologia Cognitiva e da Aprendizagem/ULHT, Universidade Lusofona de Humanidades e Tecnologias (ULHT), Lisboa, Portugal.

Copyright

(Copyright © 2008, International Society for Research on Aggression, Publisher John Wiley and Sons)

DOI

10.1002/ab.20272

PMID

18506677

Abstract

This study was conducted to analyze the short-term effects of violent electronic games, played with or without a virtual reality (VR) device, on the instigation of aggressive behavior. Physiological arousal (heart rate (HR)), priming of aggressive thoughts, and state hostility were also measured to test their possible mediation on the relationship between playing the violent game (VG) and aggression. The participants-148 undergraduate students-were randomly assigned to four treatment conditions: two groups played a violent computer game (Unreal Tournament), and the other two a non-violent game (Motocross Madness), half with a VR device and the remaining participants on the computer screen. In order to assess the game effects the following instruments were used: a BIOPAC System MP100 to measure HR, an Emotional Stroop task to analyze the priming of aggressive and fear thoughts, a self-report State Hostility Scale to measure hostility, and a competitive reaction-time task to assess aggressive behavior. The main results indicated that the violent computer game had effects on state hostility and aggression. Although no significant mediation effect could be detected, regression analyses showed an indirect effect of state hostility between playing a VG and aggression.



Language: en

NEW SEARCH


All SafetyLit records are available for automatic download to Zotero & Mendeley
Print