The role of violent cognition in the relationship between personality and the involvement in violent films and computer games

Publication Type  Journal Article
Year of Publication  2006
Authors  Sigurdsson, J. F.; Gudjonsson, G. H.; Bragason, A. V.; Kristjansdottir, E.; Sigfusdottir, I. D.
Journal Title  Personality and Individual Differences
Volume  41
Pagination  381-392
ISBN Number  0191-8869
Accession Number  ISI:000238626100017
Key Words  empathy; proviolence attitudes; antisocial personality traits; Maudsley; Violence Questionnaire; gender differences; video games; media; aggressiveness; adolescents; exposure; questionnaire
Abstract  

The study investigates the relationship between empathy and attitudes towards violence and real-life exposure to violent films and computer games. It is hypothesised that low empathy and attitudes that predispose people towards violence are more strongly related to exposure to violent films and computer games than to superordinate personality traits (e.g., EPQ psychoticism, extraversion, antisocial personality traits), or subtraits, such as sensation-seeking. Four hundred and thirty-three students in further education completed three personality questionnaires, a questionnaire of attitudes towards violence, and reported on their use of violent computer games, films and videos. Multivariate analyses in the form of ordinary least squares (OLS) models were used to test the primary hypotheses. Acceptance of violence, as measured by the Maudsley Violence Questionnaire (MVQ), was the strongest and most consistent predictor of violent media use. Superordinate personality traits were generally fully mediated by acceptance of violence. The findings emphasise the importance of general acceptance of violence in the consumption of violent games and films. Some gender differences emerged; particularly in relation to the use of violent computer games. Empathy had no significant effects for either males or females.

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