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The Effect of the Amount of Blood in a Violent Video Game on Aggression, Hostility, and Arousal |
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Abstract:
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The current study utilized the General Aggression Model, with an emphasis on aggression-related priming, to explore the different effects on hostility, physiological arousal, and state aggression in those who played a violent video game (Mortal Kombat: Deadly Alliance) with differing levels of blood (maximum, medium, low, and off). Simple effects analyses showed that those in the maximum blood and medium blood conditions had a significant increase in hostility and physiological arousal, while those in the low blood and no blood conditions did not have such an increase in arousal and hostility. Further analyses indicated that those in the maximum and medium blood conditions used the character’s weapon significantly more often than those in the low and blood absent conditions. Implications and future research are discussed. |
Most Common Document Word Stems:
blood (161), game (142), aggress (112), condit (112), video (110), time (73), signific (71), 1 (70), use (62), studi (61), violent (61), 2 (56), play (55), hostil (54), arous (54), increas (45), particip (42), weapon (41), physiolog (36), effect (35), p (34), |
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Association:
Name: International Communication Association URL: http://www.icahdq.org
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Citation:
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MLA Citation:
| Barlett, Christopher., Bruey, Callie. and Harris, Richard. "The Effect of the Amount of Blood in a Violent Video Game on Aggression, Hostility, and Arousal" Paper presented at the annual meeting of the International Communication Association, TBA, San Francisco, CA, May 23, 2007 <Not Available>. 2008-12-11 <http://www.allacademic.com/meta/p172718_index.html> |
APA Citation:
| Barlett, C. P., Bruey, C. and Harris, R. J. , 2007-05-23 "The Effect of the Amount of Blood in a Violent Video Game on Aggression, Hostility, and Arousal" Paper presented at the annual meeting of the International Communication Association, TBA, San Francisco, CA Online <PDF>. 2008-12-11 from http://www.allacademic.com/meta/p172718_index.html |
Publication Type: Conference Paper/Unpublished Manuscript Abstract: The current study utilized the General Aggression Model, with an emphasis on aggression-related priming, to explore the different effects on hostility, physiological arousal, and state aggression in those who played a violent video game (Mortal Kombat: Deadly Alliance) with differing levels of blood (maximum, medium, low, and off). Simple effects analyses showed that those in the maximum blood and medium blood conditions had a significant increase in hostility and physiological arousal, while those in the low blood and no blood conditions did not have such an increase in arousal and hostility. Further analyses indicated that those in the maximum and medium blood conditions used the character’s weapon significantly more often than those in the low and blood absent conditions. Implications and future research are discussed. |
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| Document Type: |
PDF |
| Page count: |
24 |
| Word count: |
7124 |
| Text sample: |
| Blood Study 1 The Effect of the Amount of Blood in a Violent Video Game on Aggression Hostility and Arousal Violent video games are becoming increasingly more violent with the increases in technology. For example one study conducted in 1986 used Centipede a video game in which one maneuvers a space ship to shoot obstacles as a violent video game (Anderson & Ford 1986). More recently Anderson and Dill (2000) used Wolfenstein 3D a video game in which the |
| 171.05 (90.80) 1 0.35 (0.17)2 Total 215.80 (119.34)* 0.45 (0.24)* Blood 231.25 (124.74)1 0.48 (0.25)1 No Blood 171.05 (90.80) 1 0.35 (0.17)2 Total 215.80 (119.34) 0.45 (0.24)* Maximum and Medium 252.81 (127.03)1 0.52 (0.25)1 Low and Off 178.78 (99.65) 2 0.38 (0.20)2 Total 215.80 (119.34)* 0.45 (0.24)* * indicates a significant difference p < .05 Means with differing superscripts indicate a significant difference (read vertically) p < .05 |
Similar Titles:
How Violent Video Game Play and Aggressive Personality Interact to Affect Aggression: An Examination of Competing Hypotheses
The General Affective Aggression Model: Explaining the Effects of Point of View and Blood in Violent Video Games.
The Effects of Video Game Violence and Frustration on Aggressive Tendencies: A Test of the Mediating Influences of Affect, Cognition, and Arousal
The Effects of Technological Advancement and Violent Content in Video Games on Player Arousal, Presence, and Aggression
Does Personality Moderate the Effects of Violent Video Game Play on Aggression? An Exploratory Investigation
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