2015
DOI: 10.1016/j.paid.2015.06.018
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Why do people play violent video games? Demographic, status-related, and mating-related correlates in men and women

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Cited by 24 publications
(21 citation statements)
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“…Evidence suggests that repeated play improves many cognitive abilities [106,107]. Similarly, individuals who play more competitive, violent games have enhanced feelings of status and mate value [108]. Humans thus seem to be using digital contests in a similar way to how non-human animals use physical contests: to gauge their own ability/ attractiveness relative to the population and to determine how they should behave [109].…”
Section: (C) Eye-tracking Technology and Psychophysiologymentioning
confidence: 99%
“…Evidence suggests that repeated play improves many cognitive abilities [106,107]. Similarly, individuals who play more competitive, violent games have enhanced feelings of status and mate value [108]. Humans thus seem to be using digital contests in a similar way to how non-human animals use physical contests: to gauge their own ability/ attractiveness relative to the population and to determine how they should behave [109].…”
Section: (C) Eye-tracking Technology and Psychophysiologymentioning
confidence: 99%
“…Intense debate has aroused among researchers who argue that this influence does not exist or that it is not relevant, such as Elson and Ferguson (2013), and those who confirm an association, such as Bushman and Heusmann (2014) and Krahé (2014). The probable association becomes more significant when the most successful games display content related to violence or unfavorable social messages, such as God of War and Red Dead Redemption (Gouveia, Mariano, Nascimento, Grangeiro, Medeiros, 2017;Kasumovic, Blake, Dixson, & Denson, 2015).…”
Section: Introductionmentioning
confidence: 99%
“…Neste ponto, tendo-se em conta que os jogos virtuais são grandes plataformas de entretenimento, o emprego da EMJO possibilitará auxiliar na compreensão de fenômenos sociais complexos que estão surgindo nos mundos virtuais todos os dias, e que, em sua maioria, são inexplorados, a exemplo das motivações que levam algumas pessoas a preferirem jogos violentos (Kasumovic, Blake, Dixson, & Denson, 2015;Yee, 2006).…”
Section: Discussionunclassified