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[journal article]

dc.contributor.authorElson, Maltede
dc.contributor.authorBreuer, Johannesde
dc.contributor.authorLooy, Jan vande
dc.contributor.authorKneer, Juliade
dc.contributor.authorQuandt, Thorstende
dc.date.accessioned2019-08-21T12:00:02Z
dc.date.available2019-08-21T12:00:02Z
dc.date.issued2015de
dc.identifier.issn2160-4142de
dc.identifier.urihttps://www.ssoar.info/ssoar/handle/document/63779
dc.description.abstractMost studies investigating the effects of violence in digital games on aggression and physiological arousal feature two groups of participants either playing a violent or a nonviolent game. However, violent content is usually not the only dimension on which the games used in these studies differ. This raises the issue of possibly confounding variables. We conducted a study in which the displayed violence and the pace of action of a first-person shooter game were manipulated systematically through game modifications (modding), whereas other variables were controlled for. Dependent variables were physiological arousal (autonomic and behavioral) during play, and postgame aggressive behavior. Aggressive behavior was not influenced by either of the two variables. Although both violence and pace of action did not affect autonomic arousal, there was an interaction effect of these variables on behavioral measures of arousal. Playing a fast-paced game inhibited participants’ body movement, particularly when the game was nonviolent. A higher pace of action and displays of violence also caused players to exert greater pressure on the input devices. The findings of our study support the assumption that research on the effects of digital games should consider more variables than just violent content. In sum, our results underline the importance of controlling potentially confounding variables in research on the effects of digital games.de
dc.languageende
dc.subject.ddcPsychologiede
dc.subject.ddcPsychologyen
dc.subject.otherdigital games; violence; arousal; pace of action; stimulus selectionde
dc.titleComparing apples and oranges? Evidence for pace of action as a confound in research on digital games and aggressionde
dc.description.reviewbegutachtet (peer reviewed)de
dc.description.reviewpeer revieweden
dc.source.journalPsychology of Popular Media Culture
dc.source.volume4de
dc.publisher.countryDEU
dc.source.issue2de
dc.subject.classozSozialpsychologiede
dc.subject.classozSocial Psychologyen
dc.subject.thesozComputerspielde
dc.subject.thesozcomputer gameen
dc.subject.thesozGewaltde
dc.subject.thesozviolenceen
dc.subject.thesozGewaltbereitschaftde
dc.subject.thesozpropensity to violenceen
dc.subject.thesozphysiologische Faktorende
dc.subject.thesozphysiological factorsen
dc.subject.thesozVerhaltende
dc.subject.thesozbehavioren
dc.subject.thesozAggressionde
dc.subject.thesozaggressionen
dc.subject.thesozExperimentde
dc.subject.thesozexperimenten
dc.subject.thesozStudentde
dc.subject.thesozstudenten
dc.subject.thesozAktivierungde
dc.subject.thesozactivationen
dc.subject.thesozBeeinflussbarkeitde
dc.subject.thesozinfluenceabilityen
dc.subject.thesozVerhaltensänderungde
dc.subject.thesozbehavior modificationen
dc.identifier.urnurn:nbn:de:0168-ssoar-63779-8
dc.rights.licenceDeposit Licence - Keine Weiterverbreitung, keine Bearbeitungde
dc.rights.licenceDeposit Licence - No Redistribution, No Modificationsen
ssoar.contributor.institutionGESISde
internal.statusnoch nicht fertig erschlossende
internal.identifier.thesoz10058702
internal.identifier.thesoz10034720
internal.identifier.thesoz10034732
internal.identifier.thesoz10039577
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dc.type.stockarticlede
dc.type.documentZeitschriftenartikelde
dc.type.documentjournal articleen
dc.source.pageinfo112-125de
internal.identifier.classoz10706
internal.identifier.journal1386
internal.identifier.document32
internal.identifier.ddc150
dc.identifier.doihttps://doi.org/10.1037/ppm0000010de
dc.description.pubstatusPostprintde
dc.description.pubstatusPostprinten
internal.identifier.licence3
internal.identifier.pubstatus2
internal.identifier.review1
ssoar.wgl.collectiontruede


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