Playing games
The salience of social cues and group norms in eliciting aggressive behaviour
Bibliographic Data
| ID | 11011843 |
|---|---|
| Authors | Megan Hughes (0000-0002-7188-3221, University of Cape Town), M Amanda Hughes (University of Cape Town), Johann Louw (0000-0002-4557-1996, University of Cape Town) |
| Year | 2013 |
| Volume | 43 |
| Issue | 2 |
| Pages | 252-262 |
| Publication date | 2013-06-01 |
| Peer Reviewed | Yes |
| Open Access | Yes |
| Type | ARTICLE |
| Venue | South African Journal of Psychology (JOURNAL) |
| Journal identifiers | ISSN: 0081-2463 • E-ISSN: 2078-208X |
| Publisher | SAGE Publications (PUBLISHER • US) |
| DOI | 10.1177/0081246313482629 |
| OpenAlex | W2162811414 |
| Language | EN |
| Citations received | 3 |
| References cited | 31 |
The rise in new communication technologies makes anonymous interactions increasingly possible, extending the possibilities for understanding the effects of anonymity on the behaviour of individuals. Theories of deindividuation and dehumanisation propose that anonymity will automatically lead to aggressive and antisocial behaviour, while the Social Identity Model of Deindividuation Effects adds that the social environment can mediate this effect. The first phase of this study was created to test the Social Identity Model of Deindividuation Effects prediction of the role of the social environment. A quasi-experimental design was used within the online computer gaming environment as a testing platform. The results of this phase point to the salience of competitive environments in inducing aggressive behaviour (an effect that may be heightened by large group sizes and human-player opponents). Due to the unusual nature of the results of the first phase, a follow-up study was conducted as a further exploration of the results through open discussions held on various South African gaming-related forums. A number of important themes emerged from these dialogues, specifically that of aggression in others, personal investment, stress relief, and gender. Overall, the results of both phases of this study offer support for the Social Identity Model of Deindividuation Effects model and suggestions of new avenues for future researchers to explore
Aggression · Anonymity · Cognitive psychology · Collective identity · Computer security · Dehumanization · Salience (neuroscience) · Social group · Social identity theory · Bullying, Victimization, and Aggression · Digital Games and Media · Hate Speech and Cyberbullying Detection · Psychology · Social Psychology
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The Use of Online Methodologies in Data Collection for Gambling and Gaming Addictions
Attributing and denying humanness to others
Cyberbullying and its correlation to traditional bullying, gender and frequent and risky usage of internet-mediated communication tools
Constructing Gender in Chat Groups
Effects of deindividuating situational cues and aggressive models on subjective deindividuation and aggression
Psychological Research Online
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Storming the Servers
Investigation into deindividuation using a cross-cultural survey technique
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Selective self-presentation in computer-mediated communication
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Can You Hear Me Now? The Impact of Voice in an Online Gaming Community
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| Unique citing works | 3 |
|---|---|
| Citations per year | 0.75 |
| Citation span | 2022 - 2023 (2) |
| Citation velocity | historical |
| Highly cited | No |
| Citation types | Neutral: 3 |