Los videojuegos representan uno de los mayores fenómenos contemporáneos. Se reporta que hasta un 85% de ellos incluye alguna forma de violencia, generando una preocupación sobre el impacto negativo que pudiera llegar a tener. Esto ha dado lugar a gran número de investigaciones sobre su posible impacto, sin observarse un consenso sobre el tema. La presente investigación tuvo como objetivo medir el impacto de la exposición a videojuegos violentos como uno de los factores que pueden aumentar la agresividad de las personas, mencionado por el “Catalyst Model”. Mediante la realización de un experimento controlado, los resultados sugieren que los videojuegos no fueron un factor de aumento de la agresividad. Se detectaron dos casos anómalos. En el primero, el videojuego no violento tuvo un efecto calmante a actitudes hostiles y en el otro el videojuego violento, fungió como un incrementador de actitudes agresivas. Video games represent one of the greatest contemporary phenomena. It is reported that up to 85% of them include some form of violence, generating a concern about the negative impact that could have. This has led to a large number of research on its possible impact, without observing a consensus on the subject. The objective of this research was to measure the impact of exposure to violent video games as one of the factors that can increase the aggression of people, mentioned by the "Catalyst Model". By conducting a controlled experiment, the results suggest that video games were not a factor in increasing aggressiveness. Two anomalous cases were detected. On the first case, nonviolent videogames worked as a calming effect to hostile attitudes. On the other, they worked in a contrary way with violent videogames, acting as a catalyst of the participant's aggressive attitudes.
Los videojuegos representan uno de los mayores fenómenos contemporáneos. Se reporta que hasta un 85% de ellos incluye alguna forma de violencia, generando una preocupación sobre el impacto negativo que pudiera llegar a tener. Esto ha dado lugar a gran número de investigaciones sobre su posible impacto, sin observarse un consenso sobre el tema. La presente investigación tuvo como objetivo medir el impacto de la exposición a videojuegos violentos como uno de los factores que pueden aumentar la agresividad de las personas, mencionado por el “Catalyst Model”. Mediante la realización de un experimento controlado, los resultados sugieren que los videojuegos no fueron un factor de aumento de la agresividad. Se detectaron dos casos anómalos. En el primero, el videojuego no violento tuvo un efecto calmante a actitudes hostiles y en el otro el videojuego violento, fungió como un incrementador de actitudes agresivas. Video games represent one of the greatest contemporary phenomena. It is reported that up to 85% of them include some form of violence, generating a concern about the negative impact that could have. This has led to a large number of research on its possible impact, without observing a consensus on the subject. The objective of this research was to measure the impact of exposure to violent video games as one of the factors that can increase the aggression of people, mentioned by the "Catalyst Model". By conducting a controlled experiment, the results suggest that video games were not a factor in increasing aggressiveness. Two anomalous cases were detected. On the first case, nonviolent videogames worked as a calming effect to hostile attitudes. On the other, they worked in a contrary way with violent videogames, acting as a catalyst of the participant's aggressive attitudes.
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