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The Effect of Online Violent Video Games on Levels of Aggression

BACKGROUND: In recent years the video game industry has surpassed both the music and video industries in sales. Currently violent video games are among the most popular video games played by consumers, most specifically First-Person Shooters (FPS). Technological advancements in game play experience...

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Detalles Bibliográficos
Autores principales: Hollingdale, Jack, Greitemeyer, Tobias
Formato: Online Artículo Texto
Lenguaje:English
Publicado: Public Library of Science 2014
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4229070/
https://www.ncbi.nlm.nih.gov/pubmed/25391143
http://dx.doi.org/10.1371/journal.pone.0111790
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author Hollingdale, Jack
Greitemeyer, Tobias
author_facet Hollingdale, Jack
Greitemeyer, Tobias
author_sort Hollingdale, Jack
collection PubMed
description BACKGROUND: In recent years the video game industry has surpassed both the music and video industries in sales. Currently violent video games are among the most popular video games played by consumers, most specifically First-Person Shooters (FPS). Technological advancements in game play experience including the ability to play online has accounted for this increase in popularity. Previous research, utilising the General Aggression Model (GAM), has identified that violent video games increase levels of aggression. Little is known, however, as to the effect of playing a violent video game online. METHODS/PRINCIPAL FINDINGS: Participants (N = 101) were randomly assigned to one of four experimental conditions; neutral video game—offline, neutral video game—online, violent video game—offline and violent video game—online. Following this they completed questionnaires to assess their attitudes towards the game and engaged in a chilli sauce paradigm to measure behavioural aggression. The results identified that participants who played a violent video game exhibited more aggression than those who played a neutral video game. Furthermore, this main effect was not particularly pronounced when the game was played online. CONCLUSIONS/SIGNIFICANCE: These findings suggest that both playing violent video games online and offline compared to playing neutral video games increases aggression.
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spelling pubmed-42290702014-11-18 The Effect of Online Violent Video Games on Levels of Aggression Hollingdale, Jack Greitemeyer, Tobias PLoS One Research Article BACKGROUND: In recent years the video game industry has surpassed both the music and video industries in sales. Currently violent video games are among the most popular video games played by consumers, most specifically First-Person Shooters (FPS). Technological advancements in game play experience including the ability to play online has accounted for this increase in popularity. Previous research, utilising the General Aggression Model (GAM), has identified that violent video games increase levels of aggression. Little is known, however, as to the effect of playing a violent video game online. METHODS/PRINCIPAL FINDINGS: Participants (N = 101) were randomly assigned to one of four experimental conditions; neutral video game—offline, neutral video game—online, violent video game—offline and violent video game—online. Following this they completed questionnaires to assess their attitudes towards the game and engaged in a chilli sauce paradigm to measure behavioural aggression. The results identified that participants who played a violent video game exhibited more aggression than those who played a neutral video game. Furthermore, this main effect was not particularly pronounced when the game was played online. CONCLUSIONS/SIGNIFICANCE: These findings suggest that both playing violent video games online and offline compared to playing neutral video games increases aggression. Public Library of Science 2014-11-12 /pmc/articles/PMC4229070/ /pubmed/25391143 http://dx.doi.org/10.1371/journal.pone.0111790 Text en © 2014 Hollingdale, Greitemeyer http://creativecommons.org/licenses/by/4.0/ This is an open-access article distributed under the terms of the Creative Commons Attribution License, which permits unrestricted use, distribution, and reproduction in any medium, provided the original author and source are properly credited.
spellingShingle Research Article
Hollingdale, Jack
Greitemeyer, Tobias
The Effect of Online Violent Video Games on Levels of Aggression
title The Effect of Online Violent Video Games on Levels of Aggression
title_full The Effect of Online Violent Video Games on Levels of Aggression
title_fullStr The Effect of Online Violent Video Games on Levels of Aggression
title_full_unstemmed The Effect of Online Violent Video Games on Levels of Aggression
title_short The Effect of Online Violent Video Games on Levels of Aggression
title_sort effect of online violent video games on levels of aggression
topic Research Article
url https://www.ncbi.nlm.nih.gov/pmc/articles/PMC4229070/
https://www.ncbi.nlm.nih.gov/pubmed/25391143
http://dx.doi.org/10.1371/journal.pone.0111790
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