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Prosocial video games reduce aggressive cognitions


Greitemeyer, Tobias; Osswald, Silvia


Bitte beziehen Sie sich beim Zitieren dieses Dokumentes immer auf folgenden Persistent Identifier (PID):http://nbn-resolving.de/urn:nbn:de:0168-ssoar-292036

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Abstract Previous research has shown that playing violent video games increased aggressive tendencies. However, as pointed out by the General Learning Model (GLM) (Buckley & Anderson, 2006), depending on their content, video games do not inevitably increase but may also decrease aggressive responses. Accordingly, the present research tested the hypothesis that playing prosocial video games decreases aggressive cognitions. In fact, playing a prosocial (relative to a neutral) video game reduced the hostile expectation bias (Experiment 1) and decreased the accessibility of antisocial thoughts (Experiment 2). Thus, these results lend credence to GLMs assumption that the effects of video game exposure depend to a great extent on the content of the game played.
Thesaurusschlagwörter aggression
Klassifikation Sozialpsychologie; angewandte Psychologie
Freie Schlagwörter video games; media effects
Sprache Dokument Englisch
Publikationsjahr 2009
Seitenangabe S. 896-900
Zeitschriftentitel Journal of Experimental Social Psychology, 45 (2009) 4
DOI http://dx.doi.org/10.1016/j.jesp.2009.04.005
Status Postprint; begutachtet (peer reviewed)
Lizenz PEER Licence Agreement (applicable only to documents from PEER project)