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Media violence and the self : the impact of personalized gaming characters in aggressive video games on aggressive behavior

[Zeitschriftenartikel]

Fischer, Peter; Kastenmüller, Andreas; Greitemeyer, Tobias

Zitationshinweis

Bitte beziehen Sie sich beim Zitieren dieses Dokumentes immer auf folgenden Persistent Identifier (PID):http://nbn-resolving.de/urn:nbn:de:0168-ssoar-310475

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Abstract A recent development in video games is that players can design and personalize their own in-game characters. It was predicted that this innovation could lead to elevations in the intensity of the psychological effects of video games. The present study confirmed this hypothesis, revealing that participants who played an aggressive video game using their own, personalized character exhibited higher levels of aggressive behavior than participants who played an aggressive game with a non-personalized character. The aggressive behavior levels of the own-character players also exceeded those of individuals who played a non-aggressive game, regardless of whether or not they used a personalized character. Process analyses revealed that participants playing a violent video game with a personalized game character experienced more arousal and self-activation than they did when playing with an impersonal, default game character, which in turn increased aggressive responses.
Thesaurusschlagwörter aggression
Klassifikation Sozialpsychologie
Freie Schlagwörter Media violence; video games; self-activation; identification
Sprache Dokument Englisch
Publikationsjahr 2009
Seitenangabe S. 192-195
DOI http://dx.doi.org/10.1016/j.jesp.2009.06.010
Status Postprint; begutachtet (peer reviewed)
Lizenz PEER Licence Agreement (applicable only to documents from PEER project)
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