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Group Aggression
Although research has suggested that there is no single way to define today’s game player, it has indicated that gaming environments such as those containing multiple players are growing in popularity. Massive multiplayer online gaming (MMOG) environments have provided researchers with innovative opportunities to integrate research areas such as interpersonal, group, and mass communication. Thus, grounded in the media effects and psychology literature as well as group dynamics research, this entry examines the influence of group size on video game play. Specifically, it connects the influence that group size can have on aggression.
Since the 1990s research regarding video game content and its effect on antisocial outcomes, such as aggression, has increased. Meta-analyses conducted by Craig Anderson and colleagues substantiate the positive relationship between violent video game play and aggressive outcomes. Within the field of communication, investigators have utilized several theories to explain human aggression, including arousal theory, excitation transfer, and social cognitive theory. From these theoretical frameworks, a model on human aggression known as the general aggression model (GAM) was developed by Anderson and colleagues.
The GAM merges the situational context of violent exposure with the individual’s person-attributes as a framework for understanding violent media effects. Craig Anderson and Brad Bushman described the process as the “activation and application of aggression-related knowledge structures stored in memory (e.g., scripts, schemas)” (2002, p. 1680). The GAM is generally known through its single-episode model that demonstrates how the individual inputs of environment and person influence internal states of cognition (i.e., state hostility), affect, and arousal. Situational inputs in gaming research oftentimes include exposure to violent or nonviolent content. Person variables can include gender, attitudes, long-term goals, traits, and so on. In terms of violent game play, the game’s content and the player’s person-attributes combine to prime aggressive cognition, arousal, and aggressive affect. Because each gaming session is considered a learning opportunity for real-world behavior, over time and repeated exposures, knowledge structures made more accessible through confrontational situations become increasingly difficult to change. To this end, each time an aggressive response is performed through play, a knowledge structure is made or strengthened and may be called upon in contexts within and outside the gaming environment. In this way, the GAM indicates the activation and application of aggression scripts are nothing more than rehearsed knowledge structures and these structures are not medium dependent and thus learned behavior within game play can be activated during a real-world encounter.
The GAM is not without alternative voices. For example, when researching both hostility and prosocial effects from playing Asheron’s Call 2, a game where violent action during play was not forced or directed at other players and is generally considered a more community oriented game, Dmitri Williams and Marko Skoric observed increased prosocial feelings from play. Also supporting the potential for prosocial effects, Nick Yee asserts that given the socioemotional nature and amount of positive conversations taking place between players during play, MMOGs should be considered collaborative environments.
Group Game Play
Although numerous research projects have examined gaming components, few have accounted for situations such as group motivation, game type, and in-game behavior. Different gaming experiences could influence aggressive cognition and subsequent aggression tendencies and behaviors another way. The current entry addresses the dynamics of three factors that influence the effects from violent game play: group motivation, group size, and in-game verbal aggression.
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- General Aggression
- Aggression and Affect
- Aggression and Anger
- Aggression and Attachment
- Aggression and Brain Functioning
- Aggression and Culture
- Aggression in Youth
- Aggression, Definition and Assessment of
- Aggression, Risk Factors for
- Aggressive Behavior
- Aggressive Personality
- Bullying, Definition and Laws of
- Cognition: Schemas and Scripts
- Cognitive Psychology of Violence
- Cognitive Script Theory and the Dynamics of Cognitive Scripting
- Cyberbullying, Definition and Effects of
- Gender and Aggression
- Genetics of Aggressive Behavior
- Group Aggression
- Memory and Violence
- Priming Theory
- Psychobiology of Violence
- Psychopathology and Susceptibility to Violence
- Reasons for Consuming Violent Entertainment
- Relational Aggression
- Trait Aggression
- Media Content
- Grand Theft Auto
- Advertising, Violent Content in
- Arousal and Aggressive Content, Theory and Psychology of
- Character Development Within Violent Content
- Competition, Sports, and Video Games
- Cultivating Content and Social Representation of Violence
- Cyberbullying, Violent Content in
- Drench Hypothesis
- Fantasy Genre, Violence and Aggression in
- Films, Representation of Violence and Its Effects in
- Media Violence, Definitions and Context of
- Music Videos and Lyrics, Violent Content in
- National Television Violence Study
- Pornography, Violent Content in
- Realism of Violence Content, Real-World Violence on Television, and Their Effects
- Sexualized Aggression
- Sports, Violence and Aggression in
- Stereotyping in Violent Media Content
- Television Violence
- Violence, Definition of
- Violent Artistic Expression
- Virtual Reality, Violent Content in
- Media Effects
- Attitude, Effects of Media Violence on
- Audience Interpretation of Media Violence, Effects of
- Bobo Doll Studies
- Comedic Violence, Effects of
- Demographic Effects
- Desensitization Effects on Society
- Developmental Effects
- Effect Size in Media Violence, Research and Effects of
- Effects From Violent Content, Short- and Long-Term
- Effects of Media Violence on Relational Aggression
- Emergent Public Health Issue: Effects of Violence
- Ethical Development, Effects on
- Ethical Issues in Researching Media Violence Effects
- Fear Reactions to Violent Content
- First-Person Perspective, Violent Content From
- Gender, Effects of Violent Content on
- General Aggression Model
- Identity, Media Violence and Its Effects on
- Interactive Media, Aggressive Outcomes of
- Internet Content, Effects of Violent
- Media Effects Perspectives of Violence
- Media Rating Systems
- Moral Development, Effects of Media Violence on
- Narrative, Effects of Violent
- News, the Presentation and Effects of Violent Content in
- Parasocial Relationships
- Pediatricians and Media Violence
- Peer Influence on Violent Content Effects
- Pornography, Violent Content in: Effects of
- Rap Lyrics, Effects of Violent Content in
- Rape Perceptions
- Screen Size and Violent Content, Effects of
- Sex in Media, Effects on Society
- Situational Influences on Aggressive Reactions to Media Violence
- Social Isolation
- Socialization of Violence in Media and Its Effects
- User Involvement in Violent Content, Effects of
- User Trends Toward Aggressive Games
- Uses and Gratifications Perspective of Media Effects
- Video Game Platforms, Effects of
- Video Games, User Motivation
- Violence in Media, Effects on Aggression and Violent Crime
- Virtual Reality, Effects of Violent Content in
- Weapons in Violent Media Content: Use, Policy, and Effects
- Media Policy
- Advertising Laws Regarding Violent and Aggressive Content
- Bullying, Definition and Laws of
- Censorship of Violent Content
- Cyberbullying Laws
- Federal Communications Commission
- First Amendment Protections and Freedom of Expression
- International Perspective on Media Violence
- Internet Blocking
- Internet Violence Laws
- Legislating Media Violence: Law and Policy
- Marketing of Violence
- Media Education and Media Literacy
- Rating Systems, Film
- Rating Systems, Television
- Rating Systems, Video Games
- Regulating Systems, Internet
- Video Game Industry, Regulation Within the
- Research Process
- Society and Media
- Grand Theft Auto, Social Representations in
- Advertising, Influence on Society
- African Americans in Media, Character Depictions and Social Representation of
- Asians in Media, Character Depictions and Social Representation of
- Cross-Cultural Perspectives
- Cultivating Content and Social Representation of Violence
- Cultural Voyeurism
- Culture of Violence
- Effect Size in Media Violence, Research and Effects of
- Exposure to Violent Content, Effects on Child Development
- Gender Stereotypes, Societal Influence on
- Internet Violence, Influence on Society
- Latinos in Media, Character Depictions and Social Representation of
- Media as a Reflection of Society
- Race-Based Attributes in Video Games, Influence on Hostility
- Social Learning From Media
- Theories of Media Influence
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