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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...
Autores principales: | , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
Public Library of Science
2014
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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. |
format | Online Article Text |
id | pubmed-4229070 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2014 |
publisher | Public Library of Science |
record_format | MEDLINE/PubMed |
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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