| Literature DB >> 34093339 |
Ewa Miedzobrodzka1, Jacek Buczny2,3, Elly A Konijn1, Lydia C Krabbendam4.
Abstract
An ability to accurately recognize negative emotions in others can initiate pro-social behavior and prevent anti-social actions. Thus, it remains of an interest of scholars studying effects of violent video games. While exposure to such games was linked to slower emotion recognition, the evidence regarding accuracy of emotion recognition among players of violent games is weak and inconsistent. The present research investigated the relationship between violent video game exposure (VVGE) and accuracy of negative emotion recognition. We assessed the level of self-reported VVGE in hours per day and the accuracy of the recognition using the Facial Expressions Matching Test. The results, with adolescents (Study 1; N = 67) and with adults (Study 2; N = 151), showed that VVGE was negatively related to accurate recognition of negative emotion expressions, even if controlled for age, gender, and trait empathy, but no causal direction could be assessed. In line with the violent media desensitization model, our findings suggest that higher self-reported VVGE relates to lower recognition of negative emotional expressions of other people. On the one hand, such lower recognition of negative emotions may underlie inaccurate reactions in real-life social situations. On the other hand, lower sensitivity to social cues may help players to better focus on their performance in a violent game.Entities:
Keywords: adolescents; adults; emotion recognition; empathy; media violence; video games
Year: 2021 PMID: 34093339 PMCID: PMC8175673 DOI: 10.3389/fpsyg.2021.651759
Source DB: PubMed Journal: Front Psychol ISSN: 1664-1078
Means, SD, and correlations between violent game time playing and additional variables in Study 1 (N = 67).
| Variable | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| 1. VVGE | – | −0.35 | −0.05 | 0.21 | −0.01 | −0.15 |
| 2. FEMT CORR | – | −0.02 | −0.15 | −0.28 | 0.07 | |
| 3. FEMT RT | – | 0.13 | 0.10 | 0.10 | ||
| 4. Gender | – | −0.02 | −0.24 | |||
| 5. Age | – | −0.12 | ||||
| 6. Empathy | – | |||||
|
| 0.82 | 64.05 | 4,336 | – | 17.06 | 3.53 |
|
| 1.31 | 10.96 | 2,277 | – | 0.69 | 0.38 |
VVGE, violent video game exposure (in hours per day); FEMT CORR, correctness of emotion recognition in the FEMT (%); FEMT RT, mean reaction time of emotion recognition in the FEMT, 12 trials (in milliseconds); Gender: 1 = females, 2 = males; Empathy = trait empathy.
p < 0.05
p < 0.01.
Hierarchical multiple regression analyses predicting correctness of facial expression recognition as measured with the FEMT in Study 1 and Study 2.
| Study 1 | Study 2 | |||||||
|---|---|---|---|---|---|---|---|---|
| Δ |
|
|
| Δ |
|
|
| |
| Step 1 | 0.02 | 0.04 | ||||||
| Gender | −0.03 | 0.03 | −0.15 | −0.06 | 0.02 | −0.21 | ||
| Step 2 | 0.01 | 0.01 | ||||||
| Gender | −0.03 | 0.03 | −0.14 | −0.05 | 0.03 | −0.19 | ||
| Empathy | 0.01 | 0.04 | 0.04 | 0.10 | 0.03 | 0.04 | ||
| Step 3 | 0.08 | 0.02 | ||||||
| Gender | −0.04 | 0.03 | −0.16 | −0.05 | 0.03 | −0.19 | ||
| Empathy | 0.01 | 0.04 | −0.01 | 0.02 | 0.03 | 0.06 | ||
| Age | −0.05 | 0.02 | −0.29 | 0.01 | 0.01 | 0.14 | ||
| Step 4 | 0.11 | 0.03 | ||||||
| Gender | −0.20 | 0.03 | −0.09 | −0.02 | 0.03 | −0.07 | ||
| Empathy | −0.01 | 0.03 | −0.04 | 0.02 | 0.03 | 0.07 | ||
| Age | −0.05 | 0.02 | −0.29 | 0.01 | 0.01 | 0.12 | ||
| VVGE | −0.03 | 0.01 | −0.34 | −0.03 | 0.01 | −0.21 | ||
| Total adj. | 0.22 | 0.10 | ||||||
|
| 67 | 151 | ||||||
p < 0.10
p < 0.05
p < 0.01.
Gender: 1 = females, 2 = males; Empathy = trait empathy; VVGE, violent video game exposure (in hours per day).
Figure 1An example of one Facial Expressions Matching Test (FEMT) trial (for details see Szczygieł et al., 2012).
Figure 2The relationship between violent video game exposure (VVGE; in hours per day) and correctness in recognition of facial expressions of negative emotions (FEMT; 1.00 = 100% correctness) in Study 1. The value VVGE = 0 represents non-violent gamers and participant who did not play any games, whereas the values VVGE > 0 represent players of violent games, N = 67.
Means, SD, and correlations between violent game playing time and additional variables in Study 2 (N = 151).
| Variable | 1 | 2 | 3 | 4 | 5 | 6 |
|---|---|---|---|---|---|---|
| 1. VVGE | – | −0.27 | −0.12 | 0.51 | −0.12 | −0.17 |
| 2. FEMT CORR | – | 0.27 | −0.21 | 0.13 | 0.12 | |
| 3. FEMT RT | – | 0.07 | 0.29 | −0.02 | ||
| 4. Gender | – | 0.03 | −0.44 | |||
| 5. Age | – | −0.15 | ||||
| 6. Empathy | – | |||||
|
| 0.37 | 71.03 | 4,135 | – | 26.68 | 3.57 |
|
| 0.98 | 12.69 | 2020 | – | 6.93 | 0.39 |
p < 0.05;
p < 0.01;
p < 0.001.
VVGE, violent video game exposure (in hours per day); FEMT CORR, correctness of emotion recognition in the FEMT (%); FEMT RT, mean reaction time of emotion recognition in the FEMT 12 trials (in milliseconds); Gender: 1 = females, 2 = males; Empathy = trait empathy.
Figure 3The relationship between VVGE (in hours per day) and correctness in recognition of facial expressions of negative emotions (FEMT; 1.00 = 100% correctness) in Study 2. The value VVGE = 0 represents non-violent gamers or participant who did not play any games, whereas the values VVGE > 0 represent players of violent games, N = 151.