Literature DB >> 29052252

The lone gamer: Social exclusion predicts violent video game preferences and fuels aggressive inclinations in adolescent players.

Alessandro Gabbiadini1, Paolo Riva1.   

Abstract

Violent video game playing has been linked to a wide range of negative outcomes, especially in adolescents. In the present research, we focused on a potential determinant of adolescents' willingness to play violent video games: social exclusion. We also tested whether exclusion can predict increased aggressiveness following violent video game playing. In two experiments, we predicted that exclusion could increase adolescents' preferences for violent video games and interact with violent game playing fostering adolescents' aggressive inclinations. In Study 1, 121 adolescents (aged 10-18 years) were randomly assigned to a manipulation of social exclusion. Then, they evaluated the violent content of nine different video games (violent, nonviolent, or prosocial) and reported their willingness to play each presented video game. The results showed that excluded participants expressed a greater willingness to play violent games than nonviolent or prosocial games. No such effect was found for included participants. In Study 2, both inclusionary status and video game contents were manipulated. After a manipulation of inclusionary status, 113 adolescents (aged 11-16 years) were randomly assigned to play either a violent or a nonviolent video game. Then, they were given an opportunity to express their aggressive inclinations toward the excluders. Results showed that excluded participants who played a violent game displayed the highest level of aggressive inclinations than participants who were assigned to the other experimental conditions. Overall, these findings suggest that exclusion increases preferences for violent games and that the combination of exclusion and violent game playing fuels aggressive inclinations.
© 2017 Wiley Periodicals, Inc.

Entities:  

Keywords:  Voodoo doll task; aggressive inclinations; cyberball; social exclusion; violent video games

Mesh:

Year:  2017        PMID: 29052252     DOI: 10.1002/ab.21735

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


  2 in total

1.  The contagious impact of playing violent video games on aggression: Longitudinal evidence.

Authors:  Tobias Greitemeyer
Journal:  Aggress Behav       Date:  2019-08-13       Impact factor: 2.917

2.  Analysis of the Usefulness of a Serious Game to Raise Awareness about Mental Health Problems in a Sample of High School and University Students: Relationship with Familiarity and Time Spent Playing Video Games.

Authors:  Adolfo J Cangas; Noelia Navarro; José M Aguilar-Parra; Rubén Trigueros; José Gallego; Roberto Zárate; Melanie Gregg
Journal:  J Clin Med       Date:  2019-09-20       Impact factor: 4.241

  2 in total

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