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New entry in the Digiplay Games Research Bibliography:

Olson, C. K. ; Kutner, L. A. ; Warner, D. E. (2008)
Journal of Adolescent Research

Image of booksNumerous policies have been proposed at the local, state, and national level to restrict youth access to violent video and computer games. Although studies are cited to support policies, there is no published research on how children perceive the uses and influence of violent interactive games. The authors conduct focus groups with 42 boys ages 12 to 14. Boys use games to experience fantasies of power and fame, to explore and master what they perceive as exciting and realistic environments (but distinct from real life), to work through angry feelings or relieve stress, and as social tools. Boys did not believe they had been harmed by violent games but were concerned that younger children might imitate game behavior (especially swearing). \copyright2008 Sage Publications. Read more...

New entry in the Digiplay Games Research Bibliography:

Unsworth, G.; Devilly, G. J.; Ward, T. (2007)
Psychology, Crime and Law

Image of booksDebate regarding the psychological and behavioural effects of playing violent video games has recently led to claims that violent video games increase aggression effects in adolescents, and that this issue has now been settled. However, other researchers have found either no detrimental effects from game playing or even positive (cathartic) effects. In this research we demonstrate that these different conclusions are not mutually exclusive and can be explained by the method of assessment and analytic techniques utilised. We had adolescents play a violent video game (Quake II) and took measurements of anger both before, during and after game play. The results demonstrated that some people increase, some decrease and the majority show no change in anger ratings. Unlike past research, we also demonstrate that these changes are mediated by the player's feelings immediately prior to game play and a labile temperament - one predisposed to aggression - and that these variables predict people's reactions with an average 73% concordance rate. Read more...

New entry in the Digiplay Games Research Bibliography:

von Salisch,M (2002)
Psychologie in Erziehung Und Unterricht

Image of booksA sample of 94 children who attended third, fifth, and sixth grade classrooms was used in order to explore children's emotional reactions when their (same-sex) partner in a cooperative computer game appeared to be unable or unwilling to do his or her share in the joint endeavor. During the ensuing discussions dominance in the shape of disgust or contempt made up 18 % of all facial expressions. Different types of smiles, however, were far more frequent - they made up almost half of all facial expressions. Hierarchical regression analyses which were guided by a theoretical model suggest that children showed more often expressions of anger and denigration on their faces when they considered themselves to be rejected by their peers, when their relation ship with their play partner was overshadowed by competition (girls only), and when they experienced intense anger and contempt at the same time. Implications of dominance and denigration for the partner and the cooperation as well as the need of furthering the development of emotional competence are discussed. Read more...

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