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Brief use of a specific gun in a violent game does not affect attitudes towards that gun
Although much attention has been paid to the question of whether violent video games increase aggressive behaviour, little attention has been paid to how such games might encourage antecedents of gun violence. In this study, we examined how product placement, the attractive in-game presentation of c...
Autores principales: | , , |
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Formato: | Online Artículo Texto |
Lenguaje: | English |
Publicado: |
The Royal Society
2016
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Materias: | |
Acceso en línea: | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5180109/ https://www.ncbi.nlm.nih.gov/pubmed/28018611 http://dx.doi.org/10.1098/rsos.160310 |
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author | Hilgard, Joseph Engelhardt, Christopher R. Bartholow, Bruce D. |
author_facet | Hilgard, Joseph Engelhardt, Christopher R. Bartholow, Bruce D. |
author_sort | Hilgard, Joseph |
collection | PubMed |
description | Although much attention has been paid to the question of whether violent video games increase aggressive behaviour, little attention has been paid to how such games might encourage antecedents of gun violence. In this study, we examined how product placement, the attractive in-game presentation of certain real-world firearm brands, might encourage gun ownership, a necessary antecedent of gun violence. We sought to study how the virtual portrayal of a real-world firearm (the Bushmaster AR-15) could influence players' attitudes towards the AR-15 specifically and gun ownership in general. College undergraduates (N = 176) played one of four modified video games in a 2 (gun: AR-15 or science-fiction control) × 2 (gun power: strong or weak) between-subjects design. Despite collecting many outcomes and examining many potential covariates and moderators, experimental assignment did little to influence outcomes of product evaluations or purchasing intentions with regard to the AR-15. Attitudes towards public policy and estimation of gun safety were also not influenced by experimental condition, although these might have been better tested by comparison against a no-violence control condition. By contrast, gender and political party had dramatic associations with all outcomes. We conclude that, if product placement shapes attitudes towards firearms, such effects will need to be studied with stronger manipulations or more sensitive measures. |
format | Online Article Text |
id | pubmed-5180109 |
institution | National Center for Biotechnology Information |
language | English |
publishDate | 2016 |
publisher | The Royal Society |
record_format | MEDLINE/PubMed |
spelling | pubmed-51801092016-12-23 Brief use of a specific gun in a violent game does not affect attitudes towards that gun Hilgard, Joseph Engelhardt, Christopher R. Bartholow, Bruce D. R Soc Open Sci Psychology and Cognitive Neuroscience Although much attention has been paid to the question of whether violent video games increase aggressive behaviour, little attention has been paid to how such games might encourage antecedents of gun violence. In this study, we examined how product placement, the attractive in-game presentation of certain real-world firearm brands, might encourage gun ownership, a necessary antecedent of gun violence. We sought to study how the virtual portrayal of a real-world firearm (the Bushmaster AR-15) could influence players' attitudes towards the AR-15 specifically and gun ownership in general. College undergraduates (N = 176) played one of four modified video games in a 2 (gun: AR-15 or science-fiction control) × 2 (gun power: strong or weak) between-subjects design. Despite collecting many outcomes and examining many potential covariates and moderators, experimental assignment did little to influence outcomes of product evaluations or purchasing intentions with regard to the AR-15. Attitudes towards public policy and estimation of gun safety were also not influenced by experimental condition, although these might have been better tested by comparison against a no-violence control condition. By contrast, gender and political party had dramatic associations with all outcomes. We conclude that, if product placement shapes attitudes towards firearms, such effects will need to be studied with stronger manipulations or more sensitive measures. The Royal Society 2016-11-23 /pmc/articles/PMC5180109/ /pubmed/28018611 http://dx.doi.org/10.1098/rsos.160310 Text en © 2016 The Authors. http://creativecommons.org/licenses/by/4.0/ Published by the Royal Society under the terms of the Creative Commons Attribution License http://creativecommons.org/licenses/by/4.0/, which permits unrestricted use, provided the original author and source are credited. |
spellingShingle | Psychology and Cognitive Neuroscience Hilgard, Joseph Engelhardt, Christopher R. Bartholow, Bruce D. Brief use of a specific gun in a violent game does not affect attitudes towards that gun |
title | Brief use of a specific gun in a violent game does not affect attitudes towards that gun |
title_full | Brief use of a specific gun in a violent game does not affect attitudes towards that gun |
title_fullStr | Brief use of a specific gun in a violent game does not affect attitudes towards that gun |
title_full_unstemmed | Brief use of a specific gun in a violent game does not affect attitudes towards that gun |
title_short | Brief use of a specific gun in a violent game does not affect attitudes towards that gun |
title_sort | brief use of a specific gun in a violent game does not affect attitudes towards that gun |
topic | Psychology and Cognitive Neuroscience |
url | https://www.ncbi.nlm.nih.gov/pmc/articles/PMC5180109/ https://www.ncbi.nlm.nih.gov/pubmed/28018611 http://dx.doi.org/10.1098/rsos.160310 |
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