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The Effects of Technological Advancement and Violent Content in Video Games on Player Arousal, Presence, and Aggression |
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Abstract:
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The possible impact of technological advancement on video games’ effects—particularly in the case of violent games—has often been discussed, but has not been thoroughly explored by empirical research. The present investigation employed a 2 X 2 between-subjects factorial experiment to examine the interplay of technological advancement and violence by exposing participants (N =120) to either a newer or older version of a violent or nonviolent game and measuring these factors’ effects on physiological arousal (measured by skin conductance), sense of presence, and affective and cognitive aggression. The results indicate that technological advancement increased arousal and participants’ sense of presence. Violent game content increased participants’ self-reported hostility after controls were taken into account. However, neither advancement nor violence had statistically significant effects on accessibility of players’ aggressive thoughts. Theoretical and practical implications of findings are discussed, and recommendations are made with regard to future research. |
Most Common Document Word Stems:
game (255), video (180), advanc (158), effect (158), aggress (119), violent (110), technolog (87), arous (74), violenc (66), measur (60), particip (59), presenc (57), play (57), research (51), player (50), experi (49), 1 (46), p (45), increas (43), content (43), media (40), |
Author's Keywords:
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Video Games, Technology, Media Effects, Presence, Physiological Arousal, Violence, Aggression |
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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:
| Ivory, James. and Kalyanaraman, Sriram. "The Effects of Technological Advancement and Violent Content in Video Games on Player Arousal, Presence, and Aggression" Paper presented at the annual meeting of the International Communication Association, Dresden International Congress Centre, Dresden, Germany, Jun 16, 2006 <Not Available>. 2009-05-25 <http://www.allacademic.com/meta/p93120_index.html> |
APA Citation:
| Ivory, J. D. and Kalyanaraman, S. , 2006-06-16 "The Effects of Technological Advancement and Violent Content in Video Games on Player Arousal, Presence, and Aggression" Paper presented at the annual meeting of the International Communication Association, Dresden International Congress Centre, Dresden, Germany Online <PDF>. 2009-05-25 from http://www.allacademic.com/meta/p93120_index.html |
Publication Type: Conference Paper/Unpublished Manuscript Abstract: The possible impact of technological advancement on video games’ effects—particularly in the case of violent games—has often been discussed, but has not been thoroughly explored by empirical research. The present investigation employed a 2 X 2 between-subjects factorial experiment to examine the interplay of technological advancement and violence by exposing participants (N =120) to either a newer or older version of a violent or nonviolent game and measuring these factors’ effects on physiological arousal (measured by skin conductance), sense of presence, and affective and cognitive aggression. The results indicate that technological advancement increased arousal and participants’ sense of presence. Violent game content increased participants’ self-reported hostility after controls were taken into account. However, neither advancement nor violence had statistically significant effects on accessibility of players’ aggressive thoughts. Theoretical and practical implications of findings are discussed, and recommendations are made with regard to future research. |
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| Document Type: |
PDF |
| Page count: |
36 |
| Word count: |
10189 |
| Text sample: |
| RUNNING HEAD: Technological Advancement in Video Games The Effects of Technological Advancement and Violent Content in Video Games on Feelings of Presence Physiological Arousal and Aggression in Players James D. Ivory Department of Communication Virginia Polytechnic Institute and State University & Sriram Kalyanaraman School of Journalism and Mass Communication University of North Carolina at Chapel Hill Paper Presented at the Annual Conference of the International Communication Association June 2006 RUNNING HEAD: Technological Advancement in Video Games The Effects of |
| 48 335-357. Williams F. Strover S. & Grant A. E. (1994). Social aspects of new communication technologies. In J. Bryant & D. Zillmann (Eds.) Media effects: Advances in theory and research (pp. 463-482). Hillsdale NJ: Earlbaum. Witmer B. G. & Singer M. J. (1998). Measuring presence in virtual environments: A presence questionnaire. Presence: Teleoperators and Virtual Environments 7 225-240. Zillmann D. (1971). Excitation transfer in communication-mediated aggressive behavior. Journal of Experimental Social Psychology 7 419–434. Technological Advancement in Video |
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