2018
DOI: 10.3389/fpsyg.2018.00736
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Potential Adverse Effects of Violent Video Gaming: Interpersonal- Affective Traits Are Rather Impaired Than Disinhibition in Young Adults

Abstract: The increasing trend of mass shootings, which were associated with excessive use of violent video games, fueled the debate of possible effects violent video games may have on adolescents and young adults. The aim of this study was to investigate the possible link between violent video gaming effects and the disposition of adverse behavior traits such as interpersonal-affective deficits and disinhibition. Data of 167 young adults, collected by an online questionnaire battery, were analyzed for lifetime video ga… Show more

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Cited by 15 publications
(12 citation statements)
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“…The violence portrayed in the virtual world of games may translate into aggressive behavior and disinhibition in real-life situations. 25,26 Anyone can join the eSports community at any age, and some adolescents have expressed a desire to leave school to become eSports experts. 27,28 To prevent mental health issues, eSports team and staff members can provide social and emotional support for eSports athletes.…”
Section: Mental Illnessmentioning
confidence: 99%
“…The violence portrayed in the virtual world of games may translate into aggressive behavior and disinhibition in real-life situations. 25,26 Anyone can join the eSports community at any age, and some adolescents have expressed a desire to leave school to become eSports experts. 27,28 To prevent mental health issues, eSports team and staff members can provide social and emotional support for eSports athletes.…”
Section: Mental Illnessmentioning
confidence: 99%
“…By playing video games with a high content of aggressiveness, young people come to associate violence with positive emotions such as the enjoyment the game provides, which results in the young person becoming desensitized to such violent behavior [ 19 , 20 ]. For that reason, as indicated by Ditrrick et al [ 21 ] and Kimmig et al [ 22 ], constant use of these kind of video games by young people causes a fall in their levels of anxiety and fear in the face of violent situations, which in some cases causes them to lose their ability to feel empathy for victims and to identify instead with the aggressors, which in turn may bring about a greater tolerance of aggression and even engender violent behavior towards peers.…”
Section: Introductionmentioning
confidence: 97%
“…Prolonged use of violent videogames is associated with cognitive processes that favour violence and produce a desensitisation towards violent behaviour. In addition, the role of the aggressor as the protagonist in videogames result in users who no longer fear violent situations, identify with the aggressor rather than the victim and increasingly tolerate violent behaviour [12]. Furthermore, the abuse of smartphones, social media, and videogames is directly associated with victimisation, making subjects more susceptible to suffering violence due to the loss of social skills caused by inadequate assimilation with the peer group [13].…”
Section: Introductionmentioning
confidence: 99%