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I wish I were a warrior

The role of wishful identification in the effects of violent video games on aggression in adolescent boys

Dados Bibliográficos

ID9788006
AutoresElly A Konijn (0000-0002-6134-8700, Amsterdam UMC Location Vrije Universiteit Amsterdam, autor correspondente), Marije Nije Bijvank, Brad J Bushman (0000-0002-1266-5101, University of Michigan)
Ano2007
Volume43
Fascículo4
Páginas1038-1044
Data de publicação2007-07-01
Peer ReviewedSim
Open AccessNão
TipoARTICLE
PeriódicoDevelopmental Psychology (JOURNAL)
Identificadores do periódicoISSN: 0012-1649 • E-ISSN: 1939-0599
EditoraAmerican Psychological Association (APA) (PUBLISHER)
DOI10.1037/0012-1649.43.4.1038
PMID17605534
OpenAlexW2141010201
IdiomaEN
Citações recebidas105
Referências citadas36

This study tested the hypothesis that violent video games are especially likely to increase aggression when players identify with violent game characters. Dutch adolescent boys with low education ability (N=112) were randomly assigned to play a realistic or fantasy violent or nonviolent video game. Next, they competed with an ostensible partner on a reaction time task in which the winner could blast the loser with loud noise through headphones (the aggression measure). Participants were told that high noise levels could cause permanent hearing damage. Habitual video game exposure, trait aggressiveness, and sensation seeking were controlled for. As expected, the most aggressive participants were those who played a violent game and wished they were like a violent character in the game. These participants used noise levels loud enough to cause permanent hearing damage to their partners, even though their partners had not provoked them. These results show that identifying with violent video game characters makes players more aggressive. Players were especially likely to identify with violent characters in realistic games and with games they felt immersed in

Aggression · Developmental psychology · Injury prevention · Medical emergency · Multimedia · Personality · Poison control · Sensation Seeking · Suicide prevention · Video game · Bullying, Victimization, and Aggression · Impact of Technology on Adolescents · Media Influence and Health · Psychology · Social Psychology

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Obras citantes distintas105
Citações por ano1,88
Intervalo de citações1970 - 2026 (57)
Velocidade de citaçãocurrent
Altamente citadoSim
Tipos de citaçãoNeutras: 102
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