Virtually justifiable homicide
The effects of prosocial contexts on the link between violent video games, aggression, and prosocial and hostile cognition
Bibliographic Data
| ID | 11105359 |
|---|---|
| Authors | Seth A Gitter (Auburn University Auburn, Alabama, corresponding author), Patrick J Ewell (0000-0002-4781-6344, University of Alabama Tuscaloosa, Alabama), Rosanna E Guadagno (0000-0001-8247-5154, National Science Foundation Arlington, Virginia), Tyler F Stillman (0000-0001-7765-4748, Southern Utah University Cedar City, Utah), Roy F Baumeister (0000-0003-1413-3296, Florida State University Tallahassee, Florida) |
| Year | 2013 |
| Volume | 39 |
| Issue | 5 |
| Pages | 346-354 |
| Publication date | 2013-09-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Aggressive Behavior (JOURNAL) |
| Journal identifiers | ISSN: 0096-140X • E-ISSN: 1098-2337 |
| Publisher | Wiley (PUBLISHER • GB) |
| DOI | 10.1002/ab.21487 |
| PMID | 23650097 |
| OpenAlex | W1891813227 |
| Language | EN |
| Citations received | 11 |
| References cited | 33 |
Previous work has shown that playing violent video games can stimulate aggression toward others. The current research has identified a potential exception. Participants who played a violent game in which the violence had an explicitly prosocial motive (i.e., protecting a friend and furthering his nonviolent goals) were found to show lower short-term aggression (Study 1) and show higher levels of prosocial cognition (Study 2) than individuals who played a violent game in which the violence was motivated by more morally ambiguous motives. Thus, violent video games that are framed in an explicitly prosocial context may evoke more prosocial sentiments and thereby mitigate some of the short-term effects on aggression observed in previous research. While these findings are promising regarding the potential aggression-reducing effects of prosocial context, caution is still warranted as a small effect size difference (d = .2-.3), although nonsignificant, was still observed between those who played the explicitly prosocial violent game and those who played a nonviolent game; indicating that aggressive behavior was not completely eliminated by the inclusion of a prosocial context for the violence
Aggression · Cognition · Context (archaeology · Developmental psychology · Injury prevention · Medical emergency · Poison control · Prosocial behavior · Suicide prevention · Bullying, Victimization, and Aggression · Human Factors and Ergonomics · Medicine · Personality Traits and Psychology · Psychology · Social Psychology · Stalking, Cyberstalking, and Harassment
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| Unique citing works | 11 |
|---|---|
| Citations per year | 0,92 |
| Citation span | 2014 - 2026 (13) |
| Citation velocity | current |
| Highly cited | No |
| Citation types | Neutral: 11 |