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Are everyday sadists specifically attracted to violent video games and do they emotionally benefit from playing those games?

The present research tested the hypothesis that everyday sadists show a distinct preference for violent video games and examined the relationship between everyday sadism and participant's mood after violent video game play. In Study 1, participants watched three trailers for video games that di...

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Detalles Bibliográficos
Autores principales: Greitemeyer, Tobias, Weiß, Niklas, Heuberger, Tobias
Formato: Online Artículo Texto
Lenguaje:English
Publicado: John Wiley and Sons Inc. 2018
Materias:
Acceso en línea:https://www.ncbi.nlm.nih.gov/pmc/articles/PMC6590152/
https://www.ncbi.nlm.nih.gov/pubmed/30585333
http://dx.doi.org/10.1002/ab.21810
Descripción
Sumario:The present research tested the hypothesis that everyday sadists show a distinct preference for violent video games and examined the relationship between everyday sadism and participant's mood after violent video game play. In Study 1, participants watched three trailers for video games that differed in their level of violent content. Whereas everyday sadists were attracted to a violent video game, there was no significant positive association between everyday sadism and attraction to the nonviolent video games. Study 2 showed that after playing a violent video game, there was a significant positive relationship between everyday sadism and participant's positive mood and a negative relationship between everyday sadism and participant's negative mood. In contrast, after playing a nonviolent video game, the relationship between everyday sadism and participant's negative mood was less pronounced. Overall, these studies show that everyday sadists specifically like to play violent video games and suggest that this tendency is adaptive in that they emotionally benefit from playing violent video games.