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The General Affective Aggression Model: Explaining the Effects of Point of View and Blood in Violent Video Games. |
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Abstract:
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In this study we examined the effect of self-reported violent video game play on aggressive cognitions, hostility and behavior. In addition, we utilized an experimental design to test the effect of violent vs. nonviolent game play on these dependent variables and we examined the impact of two game manipulations: point of view and presence of blood in the game. Overall, we found that frequent players as compared to less frequent violent game players reported more aggressive cognitions and higher resentment scores. In response to the experimental manipulations, those in the violent condition were more explosive than those in the nonviolent condition. In addition, those in the first person condition had somewhat more aggressive cognitions as compared to those in the 3rd person condition. Lastly, the point of view manipulation interacted with the blood manipulation such that those who played the game in first person with the blood visible were somewhat less irritated but significantly more verbally and physically aggressive. In sum, there was some evidence that the generalized model of aggression was supported and that furthermore, first person, graphically violent games can exacerbate effect. |
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game (255), aggress (197), video (145), violent (115), play (109), person (64), effect (57), blood (54), cognit (49), behavior (43), violenc (43), particip (43), player (40), anderson (40), research (40), p (39), 05 (37), first (35), signific (35), studi (35), point (35), |
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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:
| Cope-Farrar, Kirstie., Krcmar, Marina. and Nowak, Kristine. "The General Affective Aggression Model: Explaining the Effects of Point of View and Blood in Violent Video Games." Paper presented at the annual meeting of the International Communication Association, New Orleans Sheraton, New Orleans, LA, May 27, 2004 <Not Available>. 2009-05-26 <http://www.allacademic.com/meta/p112858_index.html> |
APA Citation:
| Cope-Farrar, K. M., Krcmar, M. and Nowak, K. L. , 2004-05-27 "The General Affective Aggression Model: Explaining the Effects of Point of View and Blood in Violent Video Games." Paper presented at the annual meeting of the International Communication Association, New Orleans Sheraton, New Orleans, LA Online <.PDF>. 2009-05-26 from http://www.allacademic.com/meta/p112858_index.html |
Publication Type: Conference Paper/Unpublished Manuscript Review Method: Peer Reviewed Abstract: In this study we examined the effect of self-reported violent video game play on aggressive cognitions, hostility and behavior. In addition, we utilized an experimental design to test the effect of violent vs. nonviolent game play on these dependent variables and we examined the impact of two game manipulations: point of view and presence of blood in the game. Overall, we found that frequent players as compared to less frequent violent game players reported more aggressive cognitions and higher resentment scores. In response to the experimental manipulations, those in the violent condition were more explosive than those in the nonviolent condition. In addition, those in the first person condition had somewhat more aggressive cognitions as compared to those in the 3rd person condition. Lastly, the point of view manipulation interacted with the blood manipulation such that those who played the game in first person with the blood visible were somewhat less irritated but significantly more verbally and physically aggressive. In sum, there was some evidence that the generalized model of aggression was supported and that furthermore, first person, graphically violent games can exacerbate effect. |
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| Document Type: |
.PDF |
| Page count: |
35 |
| Word count: |
9111 |
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| Running Head: Video Games The General Affective Aggression Model: Explaining the Effects of Point of View and Blood in Violent Video Games. Paper submitted to the 54th annual convention of the International Communication Association New Orleans LA. Video Games 2 Abstract In this study we examined the effect of self-reported violent video game play on aggressive cognitions hostility and behavior. In addition we utilized an experimental design to test the effect of violent vs. nonviolent game play on these |
| of Health and Human Services (1992). Television and behavior: Ten years of scientific progress and implications for the eighties (Vol. 1). Washington D.C.: Government Printing Office. Wilson B.J. Linz D. & Randall B. (1990). Applying social science research to film ratings: A shift from offensiveness to harmful effects. Journal of Broadcasting & Electronic Media 34 443-468. 34 Video Games 35 Zillmann D. (1983). Arousal and aggression. In R. Geen & E. Donnerstein (Eds.) Aggression: Theoretical and Empirical Reviews (pp. |
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Effects of Affective Orientation and Video Game Play on Aggressive Thoughts and Behaviors
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