Saltar al contenido principal

ETHNOS_APP

Inicio • Búsqueda • Revistas • Lista 0

The Effects of Video Game Controls on Hostility, Identification, and Presence

Datos Bibliográficos

ID12748813
AutoresKevin Williams (0000-0001-5209-1395, Mississippi State University, autor de correspondencia)
Año2013
Volumen16
Número1
Páginas26-48
Fecha de publicación2013-01-01
Peer ReviewedSí
Open AccessNo
TipoARTICLE
RevistaMass Communication & Society (JOURNAL)
Identificadores de la revistaISSN: 1520-5436 • E-ISSN: 1532-7825
EditorialTaylor & Francis (PUBLISHER • GB)
DOI10.1080/15205436.2012.661113
OpenAlexW1965305189
IdiomaEN
Citas recibidas7
Referencias citadas49

Seventy-two male college undergraduates at a large southeastern university played a video game in one of two conditions: using a traditional handheld controller or using motion-based controls. Results showed that using motion-based controls significantly increased measures of hostility, identification with the avatar, and impacted a sense of self presence with the game. Results indicate motion-based controls, although helping to create a bond with the game's avatar, do not necessarily create a feeling of immersion into the game environment

Avatar · Biology · Computer vision · Feeling · Hostility · Human–computer interaction · Identification (biology · Immersion (mathematics · Mobile device · Motion (physics · Multimedia · Video game · World Wide Web · Computer Science · Impact of Technology on Adolescents · Mathematics · Media Influence and Health · Psychology · Social Psychology · Virtual Reality Applications and Impacts

  • How Immersive Is Enough? A Meta-Analysis of the Effect of Immersive Technology on User Presence

    James J Cummings, Jeremy N Bailenson•Media Psychology•2016

  • L’approche communicationnelle en études du jeu

    Open Access•Maude Bonenfant, Gabrielle Trépanier-Jobin et al.•Communiquer Revue de communication…•2020

  • The tone of teachers’ melody and wellbeing in digital space

    Open Access•Fatemeh Mirzapour, Mehmet Şengül et al.•Frontiers in Education•2025

  • Does virtual reality affect behavioral intention? Testing engagement processes in a K-Pop video on YouTube

    Open Access•Seok Kang, Sophia Dove et al.•Computers in Human Behavior•2021

  • The impact of video game character viewpoints and task on perceptions of cognitive and similarity identification

    Open Access•Vincent Cicchirillo, Vincent J Cicchirillo•Cyberpsychology Journal of…•2020

  • Skill Gap

    Nicholas L Matthews, Andrew Weaver•Mass Communication & Society•2013

  • A meaner, more callous digital world for youth? The relationship between violent digital games, motivation, bullying, and civic behavior among children

    Christopher J Ferguson, John Colwell•Psychology of Popular Media Culture•2016

  • Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior

    Open Access•C Arnold Anderson, Brad J Bushman•Psychological Science•2001

  • Memory for schema‐relevant information

    Open Access•Krystyna Rojahn, T F Pettigrew•British Journal of Social…•1992

  • Immersion and Emotion

    Open Access•Rosa Baños, R M Baños et al.•CyberPsychology & Behavior•2004

  • A Process Model of the Formation of Spatial Presence Experiences

    Werner Wirth, Timo Hartmann et al.•Media Psychology•2007

  • Death with a Story

    Open Access•Edward F Schneider, Annie Lang et al.•Human Communication Research•2004

  • Contextual Features of Violent Video Games, Mental Models, and Aggression

    Open Access•Kirstie M Farrar, Marina Krcmar et al.•Journal of Communication•2006

  • The Effects of Technological Advancement and Violent Content in Video Games on Players’ Feelings of Presence, Involvement, Physiological Arousal, and Aggression

    Open Access•James D Ivory, Sriram Kalyanaraman•Journal of Communication•2007

  • The Effects of Frustration, Violence, and Trait Hostility After Playing a Video Game

    Kevin Williams•Mass Communication & Society•2009

  • The Effects of Homophily, Identification, and Violent Video Games on Players

    Kevin Williams•Mass Communication & Society•2010

  • Mapping the road to fun

    Open Access•Paul Skalski, Ron Tamborini et al.•New Media & Society•2010

  • At the Heart of It All

    Open Access•Matthew Lombard, Theresa Bolmarcich Ditton et al.•Journal of Computer-Mediated…•2006

  • Measuring Presence in Virtual Environments

    Bob G Witmer, Michael J Singer•PRESENCE Virtual and Augmented…•1998

  • Role-Model Influence

    Open Access•Susan A Basow, Karen Glasser Howe•Psychology of Women Quarterly•1980

  • Video Game Violence and Confederate Gender

    Open Access•M E Ballard, Robert Lineberger•Sex Roles•1999

  • Longer you play, the more hostile you feel

    Open Access•Christopher P Barlett, Richard J Harris et al.•Aggressive Behavior•2007

  • Violent computer games and their effects on state hostility and Physiological arousal

    Open Access•Patricia Arriaga, Francisco Esteves et al.•Aggressive Behavior•2006

  • Men who target women

    Open Access•C Arnold Anderson, Kathryn B Anderson•Aggressive Behavior•2008

  • Media violence and the self

    Open Access•Peter Fischer, Andreas Kastenmüller et al.•Journal of Experimental Social…•2009

  • Excitation transfer in communication-mediated aggressive behavior

    Open Access•Dolf Zillmann•Journal of Experimental Social…•1971

  • The moderator–mediator variable distinction in social psychological research

    Reuben M Baron, D A Kenny•Journal of Personality and Social…•1986

  • The moderator-mediator variable distinction in social psychological research

    Reuben M Baron, D A Kenny•Journal of Personality and Social…•1986

  • Processes of Opinion Change

    Herbert C Kelman•Public Opinion Quarterly•1961

  • The Influence of Source Credibility on Communication Effectiveness

    Carl I Hovland, Walter Wei et al.•Public Opinion Quarterly•1951

  • Using the confluence model of sexual aggression to predict men's conflict with women

    Neil M Malamuth, Daniel Linz et al.•Journal of Personality and Social…•1995

  • Activation of cue-elicited aggression by general arousal

    Russell G Geen, Edgar C O’neal et al.•Journal of Personality and Social…•1969

  • Defining Identification

    Jonathan Cohen•Mass Communication & Society•2001

  • Presence, Explicated

    Open Access•Kwan Min Lee•Communication Theory•2004

  • Defining Virtual Reality

    Open Access•Jonathan Steuer•Journal of Communication•1992

  • Video Game Violence and the Female Game Player

    Open Access•Matthew S Eastin•Human Communication Research•2006

  • The effects of violent video games on aggression

    Open Access•Jl Sherry•Human Communication Research•2001

  • Presence and television

    Open Access•M Lombard, Rd Reich et al.•Human Communication Research•2000

  • The effects of violent video games on aggression. A meta-analysis

    Open Access•J F Sherry, J Sherry•Human Communication Research•2001

Obras citantes distintas7
Citas por año0,54
Intervalo de citas2013 - 2025 (13)
Velocidad de citaciónrecent
Altamente citadoNo
Tipos de citaNeutras: 7
Ethnos_APP • Proyecto Open Source • Licencia MIT • Frontend v2.0.0 • Privacidad y Cookies • Documentación de la API: api.ethnos.app/docs • Código de la API: GitHub • DOI: 10.5281/zenodo.17049435 • Código del Frontend: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae