2019
DOI: 10.1002/ab.21869
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The effects of violent video games and shyness on individuals’ aggressive behaviors

Abstract: The general aggression model (GAM) has suggested that the interaction between person factors (e.g., personality variables) and situation factors (e.g., playing violent video games [VVGs]) can increase individuals' aggressive behaviors through their cognition (e.g., hostile attributions), affect (e.g., negative affect), and/or arousal. The present study employed a modified competitive reaction time task to test the effects of shyness, violent (vs. nonviolent) gameplay, and shyness on individuals' positive -nega… Show more

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Cited by 12 publications
(7 citation statements)
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“…It can have little effects such as discomfort or emotional distress, but it can also have big consequences such as low self-esteem and the onset of depression or anxiety (Brakespear & Cachia, 2021). In the prior studies shyness has been associated to various issues as an example, inappropriate internet usage (Tian et al, 2020) and mobile phones addiction (Han et al, 2017;Bian & Leung, 2015).…”
Section: Shyness and Smartphone Addictionmentioning
confidence: 99%
“…It can have little effects such as discomfort or emotional distress, but it can also have big consequences such as low self-esteem and the onset of depression or anxiety (Brakespear & Cachia, 2021). In the prior studies shyness has been associated to various issues as an example, inappropriate internet usage (Tian et al, 2020) and mobile phones addiction (Han et al, 2017;Bian & Leung, 2015).…”
Section: Shyness and Smartphone Addictionmentioning
confidence: 99%
“…In academic literature, there are three different notions of violent games and aggressive behavior. On the first note, many academic literatures postulate that increased displays of violence in videogames have a direct positive relationship with rising human aggression ( Hollingdale and Greitemeyer, 2014 ; Riva et al, 2017 ; Greitemeyer, 2018 ; Tian et al, 2020 ). On the other hand, many academics argue that these studies are limited as they use self-reported data ( Prot et al, 2014 ).…”
Section: Introductionmentioning
confidence: 99%
“…The debate has resulted in the formation of two schools of thought. One argues that engagement with violent games as studied through the GAM tends to increase aggression in the consumer’s behavior by desensitizing them to display violence and gore ( Hollingdale and Greitemeyer, 2014 ; Tian et al, 2020 ). The extent of the link between media violence and aggression is still debated, but many studies provide evidence that engagement with violence in videogames has a negligible effect on the psyche of consumers ( Przybylski and Weinstein, 2019 ; Johannes et al, 2022 ).…”
Section: Introductionmentioning
confidence: 99%
“…As the online social world continues to expand, some observers have noted an increase of individuals behaving in an unrestrained manner on the Internet (Joinson, 2005). A considerable amount of literature has been published on online violent video games (OVVGs), particularly among adolescents (Lenhart et al, 2008;Shao et al, 2019;Tian et al, 2019). OVVGs refer to online interactive activities based on Internet technology, which includes violence, fighting, and other ways of expression (Anderson & Bushman, 2001).…”
Section: Introductionmentioning
confidence: 99%
“…Some researchers have suggested that OVVGs are linked to various negative behaviors, such as hostility, physical altercations, poor school performance, and aggressive behaviors (Anderson et al, 2004;Groves et al, 2019;Zhu et al, 2018). Many studies have explored the relationship between violent video games and aggression (Lam et al, 2013;Tian et al, 2019), and some studies of violent video games effect on aggression have shown that aggressive cognition and aggressive affect appeared to mediate both short-term and long-term effects . But, few studies have explored the effects of OVVGs on online aggressive behavior (OAB), and the underlying mediating and moderating mechanisms of such relationships remain largely unexplored.…”
Section: Introductionmentioning
confidence: 99%