TY - JOUR PY - 2021// TI - Video games, frustration, violence, and virtual reality: two studies JO - British journal of social psychology A1 - Ferguson, Christopher J. A1 - Gryshyna, Anastasiia A1 - Kim, Jung Soo A1 - Knowles, Emma A1 - Nadeem, Zainab A1 - Cardozo, Izabela A1 - Esser, Carolin A1 - Trebbi, Victoria A1 - Willis, Emily SP - ePub EP - ePub VL - ePub IS - ePub N2 - The degree to which the content of video games influences aggression continues to be debated in the scholarly literature. The current article includes two studies, one of which replicates one study from Przybylski et al. (2014, J. Pers. Soc. Psychol., 106, 441) and the other which extends related concepts into virtual reality. In the first study, two versions of Tetris were examined, differing in levels of difficulty. In the second study, participants played virtual reality games which differed in regard to difficulty and violent content. Difficulty increased hostility in the second study but not the first. Violent content influenced neither hostility nor aggressive behaviour.

RESULTS partially supported the frustration theory of aggression, but not theories of violent content effects. Implications for the field are discussed.

Language: en

LA - en SN - 0144-6665 UR - http://dx.doi.org/10.1111/bjso.12471 ID - ref1 ER -