Literature DB >> 26299393

Violent video game players and non-players differ on facial emotion recognition.

Ruth L Diaz1, Ulric Wong1, David C Hodgins1, Carina G Chiu1, Vina M Goghari1.   

Abstract

Violent video game playing has been associated with both positive and negative effects on cognition. We examined whether playing two or more hours of violent video games a day, compared to not playing video games, was associated with a different pattern of recognition of five facial emotions, while controlling for general perceptual and cognitive differences that might also occur. Undergraduate students were categorized as violent video game players (n = 83) or non-gamers (n = 69) and completed a facial recognition task, consisting of an emotion recognition condition and a control condition of gender recognition. Additionally, participants completed questionnaires assessing their video game and media consumption, aggression, and mood. Violent video game players recognized fearful faces both more accurately and quickly and disgusted faces less accurately than non-gamers. Desensitization to violence, constant exposure to fear and anxiety during game playing, and the habituation to unpleasant stimuli, are possible mechanisms that could explain these results. Future research should evaluate the effects of violent video game playing on emotion processing and social cognition more broadly.
© 2015 Wiley Periodicals, Inc.

Entities:  

Keywords:  cognition; emotions; facial recognition; social cognition; video games; violence

Mesh:

Year:  2015        PMID: 26299393     DOI: 10.1002/ab.21602

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


  1 in total

1.  Insensitive Players? A Relationship Between Violent Video Game Exposure and Recognition of Negative Emotions.

Authors:  Ewa Miedzobrodzka; Jacek Buczny; Elly A Konijn; Lydia C Krabbendam
Journal:  Front Psychol       Date:  2021-05-21
  1 in total

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