The Effects of Technological Advancement and Violent Content in Video Games on Players’ Feelings of Presence, Involvement, Physiological Arousal, and Aggression
Bibliographic Data
| ID | 20299198 |
|---|---|
| Authors | James D Ivory (0000-0003-0509-2584, Virginia Tech), Sriram Kalyanaraman (University of North Carolina at Chapel Hill) |
| Year | 2007 |
| Volume | 57 |
| Issue | 3 |
| Pages | 532-555 |
| Publication date | 2007-09-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | Journal of Communication (JOURNAL) |
| Journal identifiers | ISSN: 0021-9916 • E-ISSN: 1460-2466 |
| Publisher | Oxford University Press (OUP) (PUBLISHER) |
| DOI | 10.1111/j.1460-2466.2007.00356.x |
| OpenAlex | W2125659612 |
| Language | EN |
| Citations received | 47 |
| References cited | 50 |
The possible impact of technological advancement on video games’ effects—particularly in the case of violent games—has often been discussed but has not been thoroughly explored by empirical research. The present investigation employed a 2 × 2 between-subjects factorial experiment to examine the interplay of technological advancement and violence by exposing participants (N = 120) to either a newer or older version of a violent or nonviolent game and measuring these factors’ effects on players’ sense of presence, involvement, physiological arousal (measured by skin conductance), self-reported arousal, and affective and cognitive aggression. The results indicate that technological advancement increased participants’ sense of presence, involvement, and physiological and self-reported arousal. Neither advancement nor violence had statistically significant effects on accessibility of players’ aggressive thoughts, but there is some tentative evidence that violent game content increased players’ state hostility. Theoretical and practical implications of findings are discussed, and recommendations are made for future research
Aggression · Arousal · Cognition · Developmental psychology · Feeling · Hostility · Multimedia · Video game · Death Anxiety and Social Exclusion · Impact of Technology on Adolescents · Media Influence and Health · Psychology · Social Psychology
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| Unique citing works | 47 |
|---|---|
| Citations per year | 2,61 |
| Citation span | 2008 - 2025 (18) |
| Citation velocity | recent |
| Highly cited | No |
| Citation types | Neutral: 42 |