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User Involvement in Violent Content, Effects of
As video game violence becomes more complex and realistic, parents and politicians press forward to understand its impact on the players and society. Early research in the 1980s found that most games required players to virtually attack other characters to win the game. In early 2000 Stacy Smith and colleagues conducted an analysis of 60 popular games and revealed that 90% of Teen- or Mature-rated games featured violence, and 57% of games rated for all audiences contained violence. To understand the effects on players of such violent games, researchers have begun to examine how individual differences, including trait aggression, and situational variables, such as violent video game play, operate as routes to internal states and ultimately aggressive behavior.
Game researchers have used a variety of theoretical frameworks, including arousal and priming, to explain hypothesized effects. Most recently, using social learning, arousal, priming, and cognitive processing theories, Craig Anderson and his research team empirically developed the general aggression model (GAM) to better understand why exposure to violent media increases human aggression. As a conceptual platform, the GAM is used in this entry to examine the effects of violent video game play on hostile expectation bias by incorporating media-related routes as predictors of aggressive cognition.
The Experience of Game Play
Ron Tamborini of Michigan State University suggested that the attributes of video games associated with a first-person point of view and a user’s active role in decisions to aggress are powerful conditional forces that influence aggressive outcomes. Firstperson games are thought to increase identification with the gaming character through involvement and immersion, which subsequently increase shortterm outcomes such as aggression. Involvement, defined as a psychological state in which attention and energy are focused on the medium, and immersion, defined as the extent to which the player or person perceives being in and interacting with the mediated environment, are considered necessary components to the larger construct of presence (i.e., the experience of being in the environment, even when physically located in another environment) (Witmer & Singer, 1998). The decision to shoot or punch “as” a character in a first-person game rather than “with” a character leads to greater presence— as defined through involvement and immersion. It is the decision to aggress that creates or activates existing aggressive scripts that subsequently result in aggressive outcomes.
Attributes inherent to advanced technologies such as virtual reality (e.g., increased vividness and interactivity) are thought to increase presence beyond traditional console and passive-watching environments. According to this logic, the violent gaming situation eliciting the greatest levels of involvement and presence should have the greatest short-term effect on aggression. Research by Matthew Eastin at The University of Texas at Austin found some support for the connections among presence, interactivity, and aggression; however, because of the participants’ lack of experience using virtual reality systems and a potential disengagement between firing a gun during game play and the respondent’s existing real-world scripts for aggression, overall levels of presence did not predict aggression and were relatively low among virtual reality participants. Here, Eastin’s research hypothesized that a violent behavior resembling more common social violence, such as punching, kicking, and so on, would increase the behavior salience (and potentially aggressive cognition) more than a shooting-type game.
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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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