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 -