Skip to main content

ETHNOS_APP

Home • Search • Journals • List 0

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

Bibliographic Data

ID20473263
AuthorsKirstie M Farrar (University of Connecticut), Marina Krcmar (0000-0001-8646-4727, University of Connecticut), Kristine L Nowak (0000-0002-5296-6216, University of Connecticut)
Year2006
Volume56
Issue2
Pages387-405
Publication date2006-04-26
Peer ReviewedYes
Open AccessYes
TypeARTICLE
VenueJournal of Communication (JOURNAL)
Journal identifiersISSN: 0021-9916 • E-ISSN: 1460-2466
PublisherOxford University Press (PUBLISHER • GB)
DOI10.1111/j.1460-2466.2006.00025.x
OpenAlexW2025774148
LanguageEN
Citations received20
References cited31

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

    Martha Elson, Johannes Breuer et al.•Psychology of Popular Media Culture•2013

  • The Cowl Makes the Monk

    Open Access•Jorge Peña, Matthew S Mcglone et al.•Journal of Virtual Worlds Research•2012

  • Older and Newer Media

    Open Access•Jane D Brown, Piotr S Bobkowski•Journal of Research on Adolescence•2011

  • Exploring the Mediating Effect of Psychological Engagement on the Relationship between Child-to-Parent Violence and Violent Video Games

    Open Access•Ana Ruiz-Fernández, Mirian Junco-Guerrero et al.•International Journal of…•2021

  • What shapes a parasocial relationship in RVGs? The effects of avatar images, avatar identification, and romantic jealousy among potential, casual, and core players

    Open Access•Shaoqi Hua, Chengli Xiao•Computers in Human Behavior•2023

  • The Influences of Video Gaming on US Children's Moral Reasoning About Violence

    Edward T Vieira, Marina Krcmar•Journal of Children and Media•2011

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

    Kevin Williams•Mass Communication & Society•2013

  • The Perception of Human Appearance in Video Games

    Kirstie M Farrar, Marina Krcmar et al.•Mass Communication & Society•2013

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

    Kevin Williams•Mass Communication & Society•2010

  • Visual spaces, norm governed places

    Open Access•Jennifer Stromer‐galley, Rosa Mikeal Martey•New Media & Society•2009

  • Methodological approaches to study interactivity in communication journals

    Open Access•Ana Milojević, Jelena Kleut et al.•Comunicar•2013

  • A Theory of Vivid Media Violence

    Open Access•Karyn Riddle•Communication Theory•2014

  • Das Experiment in der Kommunikationswissenschaft

    Christoph Klimmt, René Weber•Handbuch Standardisierte…•2013

  • Identification Matters

    Open Access•Jih‐Hsuan Tammy Lin, Jih-Hsuan Lin•Journal of Communication•2013

  • Triple Whammy! Violent Games and Violent Controllers

    Open Access•Rory Mcgloin, Kirstie M Farrar et al.•Journal of Communication•2015

  • 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

  • The effect of justified video game violence on aggressive behavior and moderated immersion

    Open Access•Shuai Chen, Bo Mao et al.•Aggressive Behavior•2023

  • The development of the Game Engagement Questionnaire

    Open Access•Jeanne Brockmyer, Jeanne H Brockmyer et al.•Journal of Experimental Social…•2009

  • The effect of the amount of blood in a violent video game on aggression, hostility, and arousal

    Open Access•Christopher P Barlett, Richard J Harris et al.•Journal of Experimental Social…•2007

  • Identification and the Influence of Cultural Stereotyping on Postvideogame Play Hostility

    Open Access•Matthew S Eastin, Osei Appiah et al.•Human Communication Research•2009

  • Hot Temperatures, Hostile Affect, Hostile Cognition, and Arousal

    Open Access•C Arnold Anderson, William E Deuser et al.•Personality and Social Psychology…•1995

  • 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

  • Violent Video Games

    C Arnold Anderson, Nicholas L Carnagey et al.•Advances in experimental social…•2004

  • Being There

    Carrie Heeter•PRESENCE Virtual and Augmented…•1992

  • Popular Video Games

    Stacy L Smith, Kenneth A Lachlan et al.•Journal of Broadcasting &…•2003

  • The Effects of Television Violence on Antisocial Behavior

    Open Access•Haejung Paik, George Comstock•Communication Research•1994

  • Videogames, Television Violence, and Aggression in Teenagers

    Open Access•Joseph R Dominick•Journal of Communication•1984

  • Mental Models

    Open Access•Marina Krcmar, Stephen Curtis et al.•Journal of Communication•2003

  • Videogames, Aggression, and Self-Esteem

    Open Access•Sheila Fling, L Smith et al.•Social Behavior and Personality…•1992

  • Telepresence via Television

    Open Access•Taeyong Kim, Tae-Yong Kim et al.•Journal of Computer-Mediated…•2006

  • At the Heart of It All

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

  • The Cyborg's Dilemma

    Open Access•Frank Biocca•Journal of Computer-Mediated…•2006

  • Effects of violent movies and trait hostility on hostile feelings and aggressive thoughts

    Open Access•C Arnold Anderson•Aggressive Behavior•1997

  • Violent video games and aggressive behavior in young women

    Open Access•C Arnold Anderson, Christine R Murphy•Aggressive Behavior•2003

  • Dimensions of Television Violence

    Linda Heath, Barrie Gunter•Contemporary Sociology A Journal…•1986

  • Pain cues and uncertainty as determinants of aggression in a situation involving repeated instigation

    Glenn S Sanders, Robert S Baron•Journal of Personality and Social…•1975

  • Effects of Violent Video Games on Aggressive Behavior

    Open Access•Bruce Bartholow, Bruce D Bartholow et al.•Journal of Experimental Social…•2002

  • The Aggression Questionnaire

    Arnold H Bu, Arnold H Buss et al.•Journal of Personality and Social…•1992

  • Video games and aggressive thoughts, feelings, and behavior in the laboratory and in life

    C Arnold Anderson, Karen E Dill•Journal of Personality and Social…•2000

  • Defining Virtual Reality

    Open Access•Jonathan Steuer•Journal of Communication•1992

  • Seeing the World Through Mortal Kombat-colored Glasses

    Open Access•Steven J Kirsh•Childhood•1998

  • Presence and television. The role of screen size

    Open Access•M Lombard•Human Communication Research•2000

  • 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

Unique citing works20
Citations per year1,05
Citation span2007 - 2023 (17)
Citation velocityhistorical
Highly citedNo
Citation typesNeutral: 18
Ethnos_APP • Open Source Project • MIT License • Frontend v2.0.0 • Privacy and Cookies • API Documentation: api.ethnos.app/docs • API Source Code: GitHub • DOI: 10.5281/zenodo.17049435 • Frontend Source Code: GitHub • DOI: 10.5281/zenodo.17050053 • cruz.rio.br • Expectantes Misericordiae