Contextual Features of Violent Video Games, Mental Models, and Aggression
Bibliographic Data
| ID | 20473263 |
|---|---|
| Authors | Kirstie M Farrar (University of Connecticut), Marina Krcmar (0000-0001-8646-4727, University of Connecticut), Kristine L Nowak (0000-0002-5296-6216, University of Connecticut) |
| Year | 2006 |
| Volume | 56 |
| Issue | 2 |
| Pages | 387-405 |
| Publication date | 2006-04-26 |
| 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 (PUBLISHER • GB) |
| DOI | 10.1111/j.1460-2466.2006.00025.x |
| OpenAlex | W2025774148 |
| Language | EN |
| Citations received | 20 |
| References cited | 31 |
This experiment employed a 2 (third vs. first person) × 2 (blood on/off) × 2 (sex) design in order to examine the effects of two internal video game manipulations: the presence of blood and point of view on participants’ perceptions of the game. Overall, when the blood manipulation was on, participants perceived greater gore. Players were significantly more focused when they played in the third-person point of view than when they played in first person. Males were more involved in the game overall regardless of point of view, but females were more focused and involved when they played in third, not first, person. In addition, we wanted to see if game manipulations and perceptions of the game affected aggressive outcomes. Those who played the game in the blood-on condition had more physically aggressive intentions, and when players were more involved and immersed in the game, they reported greater hostility and physically aggressive intentions. Findings are discussed as they relate to mental models of media violence
Aggression · Hostility · Medical emergency · Multimedia · Perception · Point (geometry) · Poison control · Video game · Bullying, Victimization, and Aggression · Computer Science · Gender, Feminism, and Media · Media Influence and Health · Medicine · Psychology · Social Psychology
Comparing apples and oranges? Evidence for pace of action as a confound in research on digital games and aggression
The Cowl Makes the Monk
Older and Newer Media
Exploring the Mediating Effect of Psychological Engagement on the Relationship between Child-to-Parent Violence and Violent Video Games
What shapes a parasocial relationship in RVGs? The effects of avatar images, avatar identification, and romantic jealousy among potential, casual, and core players
The Influences of Video Gaming on US Children's Moral Reasoning About Violence
The Effects of Video Game Controls on Hostility, Identification, and Presence
The Perception of Human Appearance in Video Games
The Effects of Homophily, Identification, and Violent Video Games on Players
Visual spaces, norm governed places
Methodological approaches to study interactivity in communication journals
A Theory of Vivid Media Violence
Das Experiment in der Kommunikationswissenschaft
Identification Matters
Triple Whammy! Violent Games and Violent Controllers
The impact of video game character viewpoints and task on perceptions of cognitive and similarity identification
The effect of justified video game violence on aggressive behavior and moderated immersion
The development of the Game Engagement Questionnaire
The effect of the amount of blood in a violent video game on aggression, hostility, and arousal
Identification and the Influence of Cultural Stereotyping on Postvideogame Play Hostility
Hot Temperatures, Hostile Affect, Hostile Cognition, and Arousal
Effects of Violent Video Games on Aggressive Behavior, Aggressive Cognition, Aggressive Affect, Physiological Arousal, and Prosocial Behavior
Violent Video Games
Being There
Popular Video Games
The Effects of Television Violence on Antisocial Behavior
Videogames, Television Violence, and Aggression in Teenagers
Mental Models
Videogames, Aggression, and Self-Esteem
Telepresence via Television
At the Heart of It All
The Cyborg's Dilemma
Effects of violent movies and trait hostility on hostile feelings and aggressive thoughts
Violent video games and aggressive behavior in young women
Dimensions of Television Violence
Pain cues and uncertainty as determinants of aggression in a situation involving repeated instigation
Effects of Violent Video Games on Aggressive Behavior
The Aggression Questionnaire
Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life
Defining Virtual Reality
Seeing the World Through Mortal Kombat-colored Glasses
Presence and television. The role of screen size
The effects of violent video games on aggression
Presence and television
The effects of violent video games on aggression. A meta-analysis
| Unique citing works | 20 |
|---|---|
| Citations per year | 1,05 |
| Citation span | 2007 - 2023 (17) |
| Citation velocity | historical |
| Highly cited | No |
| Citation types | Neutral: 18 |