Literature DB >> 19280624

Effects of realism on extended violent and nonviolent video game play on aggressive thoughts, feelings, and physiological arousal.

Christopher P Barlett1, Christopher Rodeheffer.   

Abstract

Previous research has shown that playing violent video game exposure can increase aggressive thoughts, aggressive feelings, and physiological arousal. This study compared the effects that playing a realistic violent, unrealistic violent, or nonviolent video game for 45 min has on such variables. For the purpose of this study, realism was defined as the probability of seeing an event in real life. Participants (N=74; 39 male, 35 female) played either a realistic violent, unrealistic violent, or nonviolent video game for 45 min. Aggressive thoughts and aggressive feelings were measured four times (every 15 min), whereas arousal was measured continuously. The results showed that, though playing any violent game stimulated aggressive thoughts, playing a more realistic violent game stimulated significantly more aggressive feelings and arousal over the course of play. Copyright 2009 Wiley-Liss, Inc.

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Mesh:

Year:  2009        PMID: 19280624     DOI: 10.1002/ab.20279

Source DB:  PubMed          Journal:  Aggress Behav        ISSN: 0096-140X            Impact factor:   2.917


  7 in total

1.  Grand Theft Auto is a "Sandbox" Game, but There are Weapons, Criminals, and Prostitutes in the Sandbox: Response to Ferguson and Donnellan (2017).

Authors:  Alessandro Gabbiadini; Brad J Bushman; Paolo Riva; Luca Andrighetto; Chiara Volpato
Journal:  J Youth Adolesc       Date:  2017-08-23

Review 2.  Youth Screen Media Habits and Sleep: Sleep-Friendly Screen Behavior Recommendations for Clinicians, Educators, and Parents.

Authors:  Lauren Hale; Gregory W Kirschen; Monique K LeBourgeois; Michael Gradisar; Michelle M Garrison; Hawley Montgomery-Downs; Howard Kirschen; Susan M McHale; Anne-Marie Chang; Orfeu M Buxton
Journal:  Child Adolesc Psychiatr Clin N Am       Date:  2018-04

3.  A plea for caution: violent video games, the Supreme Court, and the role of science.

Authors:  Ryan C W Hall; Terri Day; Richard C W Hall
Journal:  Mayo Clin Proc       Date:  2011-04       Impact factor: 7.616

4.  Reward system and temporal pole contributions to affective evaluation during a first person shooter video game.

Authors:  Krystyna A Mathiak; Martin Klasen; René Weber; Hermann Ackermann; Sukhwinder S Shergill; Klaus Mathiak
Journal:  BMC Neurosci       Date:  2011-07-12       Impact factor: 3.288

5.  GASICA: generic automated stress induction and control application design of an application for controlling the stress state.

Authors:  Benny van der Vijgh; Robbert J Beun; Maarten van Rood; Peter Werkhoven
Journal:  Front Neurosci       Date:  2014-12-08       Impact factor: 4.677

6.  Genetic association of human Corticotropin-Releasing Hormone Receptor 1 (CRHR1) with Internet gaming addiction in Korean male adolescents.

Authors:  Jooyeon Park; Jin-Young Sung; Dae-Kwang Kim; In Deok Kong; Tonda L Hughes; Nahyun Kim
Journal:  BMC Psychiatry       Date:  2018-12-20       Impact factor: 3.630

7.  Resting-State Peripheral Catecholamine and Anxiety Levels in Korean Male Adolescents with Internet Game Addiction.

Authors:  Nahyun Kim; Tonda L Hughes; Chang G Park; Laurie Quinn; In Deok Kong
Journal:  Cyberpsychol Behav Soc Netw       Date:  2016-02-05
  7 in total

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