2015
DOI: 10.1016/j.chb.2015.07.018
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Impact of violent video game realism on the self-concept of aggressiveness assessed with explicit and implicit measures

Abstract: a b s t r a c tWe compared the standard 2D representation of a recent violent computer game to its 3D representation realized by shutter-goggles in a lab experiment. Assuming that the higher degree of realism of media violence would impact stronger on players in a pretest-posttest design, we analyzed the influence of violent video game exposure on implicit and explicit measures of aggressiveness. According to an explicit questionnaire on aggressiveness, participants reported having becoming more peaceful, wher… Show more

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Cited by 18 publications
(14 citation statements)
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References 96 publications
(152 reference statements)
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“…Unfortunately, these studies did not allow testing the robustness of the aggressiveness IATs to aggression induction. In one study, state aggression was not measured (Bluemke et al, ), and in the other three studies, the directly assessed state aggression did not differ between the different conditions (Banse et al, , Study 4; Uhlmann & Swanson, ; Zumbach et al, ). More studies are warranted here, especially in view of the results of a latent state‐trait analysis that has been executed on an aggressiveness IAT (behaviour version) in children between 10 and 14 years old (Lemmer, Gollwitzer, & Banse, ).…”
Section: Resultsmentioning
confidence: 99%
See 1 more Smart Citation
“…Unfortunately, these studies did not allow testing the robustness of the aggressiveness IATs to aggression induction. In one study, state aggression was not measured (Bluemke et al, ), and in the other three studies, the directly assessed state aggression did not differ between the different conditions (Banse et al, , Study 4; Uhlmann & Swanson, ; Zumbach et al, ). More studies are warranted here, especially in view of the results of a latent state‐trait analysis that has been executed on an aggressiveness IAT (behaviour version) in children between 10 and 14 years old (Lemmer, Gollwitzer, & Banse, ).…”
Section: Resultsmentioning
confidence: 99%
“…Second, by analogy with the indirect measurement of trait anxiety, also for implicit measures of aggressiveness, it is important to examine whether (trait) aggressiveness IAT effects are robust to the manipulation of state aggression. In four studies, the level of state aggression was experimentally induced in a between-subject design by manipulating the level of aggression of a videogame that participants played at the start of the session (Banse et al, 2015;Bluemke et al, 2010;Uhlmann & Swanson, 2004;Zumbach, Seitz, & Bluemke, 2015). Unfortunately, these studies did not allow testing the robustness of the aggressiveness IATs to aggression induction.…”
Section: Construct Validitymentioning
confidence: 99%
“…Another important theme for future research would be to investigate how distinctive gameplay activity preferences, for instance, a preference for Aggression, correlates with, e.g., appreciating sensory realism (see Shafer et al 2014;Ribbens et al 2016), specific motivations such as immersion (Lin and Peng 2015;Yee 2006), and possible positive and negative media effects, such as aggressive outcomes beyond gameplay situations (e.g., Krcmar et al 2011;Valadez and Ferguson 2012;Jeong et al 2012;Zumbach et al 2015;Greitemeyer 2018).…”
Section: Directions For Future Researchmentioning
confidence: 99%
“…This article is intended solely for the personal use of the individual user and is not to be disseminated broadly. ardson, & Mason, 2010;Teubel, Banse, Asendorpf, & Schnabel, 2011;Zumbach, Seitz, & Bluemke, 2015).…”
Section: Confounders In Media Violence Researchmentioning
confidence: 99%