Real-Life Aggression

New entry in the Digiplay Games Research Bibliography:

Ballard, M. E.; Hamby, R. H.; Panee, C. D.; Nivens, E. E. (2006)
Media Psychology

Image of booksRepeated exposure to violent media is related to negative outcomes, including aggression, hostility, and cognitive and social deficits. We examined if cardiovascular and emotional responding to video game play changed across 3 weekly sessions. Participants were 41 adolescents (M age = 14.8; male = 29; female = 12) from rural Appalachia. Participants attended 3 weekly sessions and played I of 3 video games (basketball, fighting, or horror) each time. Measures included heart rate (HR); systolic blood pressure (SBP); diastolic blood pressure (DBP); self-reported aggression, anger, and reactions to game play; and history of video game play. Resting and posttest cardiovascular measures did not differ from session to session. Adolescents displayed HR and SBP reactivity to game play within each session. They also demonstrated decreased SBP and DBP responding to video game play across the 3-week period, regardless of game content. Affective responses did not change significantly across the course of the experiment. Adolescents who played the violent games reported more frustration and arousal than those who played the sports game. The implications of these findings are discussed. Read more...

New entry in the Digiplay Games Research Bibliography:

Arriaga, P; Esteves, F; Carneiro, P; Monteiro, M B (2006)
Aggressive Behavior

Image of booksAn experimental study was conducted to investigate the impact of violent computer games on state hostility, state anxiety and arousal. Participants were undergraduate students, aged from 18 to 25 years. Before the experimental sessions, participants filled in self-report measures concerning their video game habits and were also pre-tested for aggressiveness and trait anxiety. Physiological responses (heart rate and skin conductance) were measured during the experiment. After playing, information about state hostility and state anxiety was collected. The results showed that participants who played the violent game reported significantly higher state hostility, and support the assumption that an aggressive personality moderates the effect of playing a violent game on state hostility. Read more...

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