Personality

New entry in the Digiplay Games Research Bibliography:

Ferguson, C. J. ; Rueda, S. M. ; Cruz, A. M. ; Ferguson, D. E. ; Fritz, S. ; Smith, S. M. (2008)
Criminal Justice and Behavior

Image of booksTwo studies examined the relationship between exposure to violent video games and aggression or violence in the laboratory and in real life. Study 1 participants were either randomized or allowed to choose to play a violent or nonviolent game. Although males were more aggressive than females, neither randomized exposure to violent-video-game conditions nor previous real-life exposure to violent video games caused any differences in aggression. Study 2 examined correlations between trait aggression, violent criminal acts, and exposure to both violent games and family violence. Results indicated that trait aggression, family violence, and male gender were predictive of violent crime, but exposure to violent games was not. Structural equation modeling suggested that family violence and innate aggression as predictors of violent crime were a better fit to the data than was exposure to video game violence. These results question the common belief that violent-video-game exposure causes violent acts. \copyright2008 American Association for Correctional and Forensic Psychology. Read more...

New entry in the Digiplay Games Research Bibliography:

Pasupathi, M.; Alderman, K.; Shaw, D. (2007)
Discourse Processes

Image of booksDiscourse and self-perceptions are likely to be related in bidirectional ways. That is, people's self-perceptions are likely to shape their discourse behavior, but their (and their partners') discourse behavior in turn will shape their subsequent self-perceptions. To provide empirical evidence for this proposal, we conducted a study in which pairs of friends (n = 21 pairs) encountered a computer game. One friend played the game while the other observed; subsequently, both were asked to jointly tell a third party about their experience with the game. The resulting conversations were coded for narrative and other contributions, and discourse elements were examined in relation to pre- and postparticipation perceptions of expertise at the game. Players produced more narrative contributions than observers but only when observers had low self-perceived expertise prior to the game. Observers' narrative contributions were linked to changes in the players' self-perceptions of game expertise from prior to postconversation. These findings show that self-perceptions of expertise both shape, and are shaped by, discourse behavior. Read more...

New entry in the Digiplay Games Research Bibliography:

Távara, Diana Arellano; Meier, Andreas (2006)
Articulated Motion and Deformable Objects, Proceedings

Image of booksThis paper describes the design and implementation of a module of emotions and personality for synthetic actors. Here are presented the results of previous researches, which were the basis of this project. With this information, a model for emotion generation using personality traits was designed in three stages, and implemented. using fuzzy logic, FSMs, and probability theory. Finally, the functionalities of the module were shown using a demo version implemented with the videogame engine Unreal (R) 2 Runtime. Read more...

New entry in the Digiplay Games Research Bibliography:

Salguero,R A T; Moran,R M B (2002)
Addiction

Image of booksAims Some researchers suggest that for some people, video game playing is an addictive behaviour similar to substance dependence. Our aim,was to design and validate a scale to measure the problems associated with the apparently addictive use of all types of video games and video game systems, because there is no instrument at the present time that can be used for this purpose. Design We reviewed the DSM-IV criteria for substance dependence and for pathological gambling, as well as the literature on the addictions in order to design a short scale (PVP; problem video game playing) that is quick and easy to apply. Participants The scale was administered to 223 Spanish adolescents aged between 13 and 18 years. The study was carried out in Granada and Algeciras, Spain. Findings Psychometric analyses show that the PVP seems to be unidimensional and has acceptable internal consistency (Cronbach's alpha) at 0.69. The pattern of associations between the scale scores and alternative measures of problem play supports its construct validity (higher total scores in the scale were associated with higher frequency of play, mean and longest times per session, self and parents' perception of playing to excess, and scores in the Severity of Dependence Scale). Conclusions Our results confirm that the excessive use of video games is associated with a number of problems which resemble a dependence syndrome, and the PVP appears as a useful instrument for the measurement of such problems. Read more...

New entry in the Digiplay Games Research Bibliography:

van Schie, Emil G. M.; Wiegman, Oene (1997)
Journal of Applied Social Psychology

Image of booksA survey was conducted among 346 children from the 7th and 8th grade of 7 elementary schools to examine possible positive and negative effects of playing videogames. Analyses revealed that playing videogames did not appear to take place at the expense of children's other leisure activities, social integration, and school performance. A gender difference arose: Boys spent more time playing videogames than did girls. There was no significant relationship between the amount of time children spent on videogames and aggressive behavior. A negative relationship between time spent playing videogames and prosocial behavior was found; however, this relationship did not appear in separate analyses for boys and girls. Furthermore, a positive relationship was found between time spent on videogames and a child's intelligence. Read more...

New entry in the Digiplay Games Research Bibliography:

Slater,M D (2003)
Journal of Communication

Image of booksUse of violent media content by adolescents has long been a matter of public concern and debate, a concern that was heightened by the reported use of violent computer games and websites by the killers at Columbine High School in 1999. This study examined predictors of various types of self-reported use of violent media content by 8th graders (N= 3,127)from 20 schools around the U.S. Hierarchical regression analyses indicated that gender, sensation seeking, aggression, and frequency of Internet use had relatively strong contributions to explaining the use of violent media content composite and the measure of violent website content use. Alienation variables contributed significantly, though modestly, to variance explained in the use of violence-oriented websites, but not to the composite measure. Alienation from school and family also appeared to partially mediate effects of sensation seeking and aggression on use of violent Internet content. A negative feedback loop model for linking uses and gratifications approaches to the study of effects of violent media content on adolescents is suggested. Read more...

New entry in the Digiplay Games Research Bibliography:

Slater, M D; Henry, K L; Swaim, R C; Anderson, L L (2003)
Communication Research

Image of booksTheory and research on media violence provides evidence that aggressive youth seek out media violence and that media violence prospectively predicts aggression in youth. The authors argue that both relationships, when modeled over time, should be mutually reinforcing, in what they call a downward spiral model. This study uses multilevel modeling to examine individual growth curves in aggressiveness and violent media use. The measure of use of media violence included viewing action films, playing violent computer and video games, and visiting violence-oriented Internet sites by students from 20 middle schools in 10 different regions in the United States. The findings appear largely consistent with the proposed model. In particular, concurrent effects of aggressiveness on violent-media use and concurrent and lagged effects of violent media use on aggressiveness were found. The implications of this model for theorizing about media effects on youth, and for bridging active audience with media effects perspectives, are discussed. Read more...

New entry in the Digiplay Games Research Bibliography:

Mathiak, K.; Weber, R. (2006)
Human Brain Mapping

Image of booksModern video games represent highly advanced virtual reality simulations and often contain virtual violence. In a significant amount of young males, playing video games is a quotidian activity, making it an almost natural behavior. Recordings of brain activation with functional magnetic resonance imaging (fMRI) during gameplay may reflect neuronal correlates of real-life behavior. We recorded 13 experienced gamers (18-26 years; average 14 hrs/week playing) while playing a violent first-person shooter game (a violent computer game played in self-perspective) by means of distortion and dephasing reduced fMRI (3 T; single-shot triple-echo echo-planar imaging [EPI]). Content analysis of the video and sound with 100 ms time resolution achieved relevant behavioral variables. These variables explained significant signal variance across large distributed networks. Occurrence of violent scenes revealed significant neuronal correlates in an event-related design. Activation of dorsal and deactivation of rostral anterior cingulate and amygdala characterized the mid-frontal pattern related to virtual violence. Statistics and effect sizes can be considered large at these areas. Optimized imaging strategies allowed for single-subject and for single-trial analysis with good image quality at basal brain structures. We propose that virtual environments can be used to study neuronal processes involved in semi-naturalistic behavior as determined by content analysis. Importantly, the activation pattern reflects brain-environment interactions rather than stimulus responses as observed in classical experimental designs. We relate our findings to the general discussion on social effects of playing first-person shooter games. Read more...

New entry in the Digiplay Games Research Bibliography:

Griffiths,M D; Davies,M N O; Chappell,D (2003)
Cyberpsychology & Behavior

Image of booksDespite the rise of computer games as a leisure phenomenon, there has been relatively little research into this area. Furthermore, almost all of the research to date has concentrated on arcade or console games. More recently, the Internet has become a new medium in which players can play videogames. Since there is no published research in this area, some "benchmark" data on which future research can build was collected from two online gaming fan sites. Sociodemographics showed that the majority of players were male (approximately 85%). Over 60% of players were older than 19 years. The data provide clear evidence that the game clientele is very much an adult profile and suggest a different picture to the stereotypical image of an adolescent online gamer. The stereotype of the typical online player being a socially withdrawn young male with limited sex role identity appears to be misplaced. Read more...

New entry in the Digiplay Games Research Bibliography:

Deselms, J L; Altman, J D (2003)
Journal of Applied Social Psychology

Image of booksThis study examined the relationship between playing violent videogames and sensitivity to aggressive acts. In 2 experiments, college students were randomly assigned to play violent or less violent videogames. They then read a series of criminal vignettes and assigned prison sentences to violent criminals. In the second experiment, participants returned 1 hr later and completed a second series of vignettes. A significant interaction between gender and videogame was found in both experiments. Men who played the violent game gave more lenient sentences to criminals than did those who played the less violent game. In the second experiment, women, unlike men, assigned harsher sentences after playing the violent game. The effects were found to persist for at least I hr. Read more...

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