| Literature DB >> 24210745 |
Tobias Teismann1, Eva-Maria A D Förtsch2, Patrick Baumgart2, Serkan Het3, Johannes Michalak4.
Abstract
The interpersonal theory of suicidal behavior proposes that fearlessness of death and physical pain insensitivity is a necessary requisite for self-inflicted lethal self-harm. Repeated experiences with painful and provocative events are supposed to cause an incremental increase in acquired capability. The present study examined whether playing a first-person shooter-game in contrast to a first-person racing game increases pain tolerance, a dimension of the acquired capability construct, and risk-taking behavior, a risk factor for developing acquired capability. N=81 male participants were randomly assigned to either play an action-shooter or a racing game before engaging in a game on risk-taking behavior and performing a cold pressor task (CPT). Participants exhibited higher pain tolerance after playing an action shooter game than after playing a racing game. Furthermore, playing an action shooter was generally associated with heightened risk-taking behavior. Group-differences were not attributable to the effects of the different types of games on self-reported mood and arousal. Overall these results indicate that action-shooter gaming alters pain tolerance and risk-taking behavior. Therefore, it may well be that long-term consumption of violent video games increases a person's capability to enact lethal self-harm.Entities:
Keywords: Acquired capability for suicide; Interpersonal theory of suicidal behavior; Pain tolerance; Risk-taking behavior; Violent video games
Mesh:
Year: 2013 PMID: 24210745 DOI: 10.1016/j.psychres.2013.10.021
Source DB: PubMed Journal: Psychiatry Res ISSN: 0165-1781 Impact factor: 3.222