Frustration and Violence in Mobile Video Games: An Experimental Evaluation of Their Effect on Implicit Aggression
Identifikátory výsledku
Kód výsledku v IS VaVaI
<a href="https://www.isvavai.cz/riv?ss=detail&h=RIV%2F68081740%3A_____%2F20%3A00540145" target="_blank" >RIV/68081740:_____/20:00540145 - isvavai.cz</a>
Výsledek na webu
<a href="https://econtent.hogrefe.com/doi/pdf/10.1024/1421-0185/a000236" target="_blank" >https://econtent.hogrefe.com/doi/pdf/10.1024/1421-0185/a000236</a>
DOI - Digital Object Identifier
<a href="http://dx.doi.org/10.1024/1421-0185/a000236" target="_blank" >10.1024/1421-0185/a000236</a>
Alternativní jazyky
Jazyk výsledku
angličtina
Název v původním jazyce
Frustration and Violence in Mobile Video Games: An Experimental Evaluation of Their Effect on Implicit Aggression
Popis výsledku v původním jazyce
This study tests two competing hypotheses, one based on the general aggression model (GAM), the other on the self-determination theory (SDT). GAM suggests that the crucial factor in video games leading to increased aggressiveness is their violent content, SDT contends that gaming is associated with aggression because of the frustration of basic psychological needs. We used a 2x2 between-subject experimental design with a sample of 128 undergraduates. We assigned each participant randomly to one experimental condition defined by a particular video game, using four mobile video games differing in the degree of violence and in the level of their frustration-invoking gameplay. Aggressiveness was measured using the implicit association test (IAT), administered before and after the playing of a video game. We found no evidence of an association between implicit aggressiveness and violent content or frustrating gameplay.
Název v anglickém jazyce
Frustration and Violence in Mobile Video Games: An Experimental Evaluation of Their Effect on Implicit Aggression
Popis výsledku anglicky
This study tests two competing hypotheses, one based on the general aggression model (GAM), the other on the self-determination theory (SDT). GAM suggests that the crucial factor in video games leading to increased aggressiveness is their violent content, SDT contends that gaming is associated with aggression because of the frustration of basic psychological needs. We used a 2x2 between-subject experimental design with a sample of 128 undergraduates. We assigned each participant randomly to one experimental condition defined by a particular video game, using four mobile video games differing in the degree of violence and in the level of their frustration-invoking gameplay. Aggressiveness was measured using the implicit association test (IAT), administered before and after the playing of a video game. We found no evidence of an association between implicit aggressiveness and violent content or frustrating gameplay.
Klasifikace
Druh
J<sub>imp</sub> - Článek v periodiku v databázi Web of Science
CEP obor
—
OECD FORD obor
50101 - Psychology (including human - machine relations)
Návaznosti výsledku
Projekt
<a href="/cs/project/GA15-03875S" target="_blank" >GA15-03875S: Psychologické aspekty hraní počítačových her: třígenerační studie</a><br>
Návaznosti
I - Institucionalni podpora na dlouhodoby koncepcni rozvoj vyzkumne organizace
Ostatní
Rok uplatnění
2020
Kód důvěrnosti údajů
S - Úplné a pravdivé údaje o projektu nepodléhají ochraně podle zvláštních právních předpisů
Údaje specifické pro druh výsledku
Název periodika
Swiss Journal of Psychology
ISSN
1421-0185
e-ISSN
—
Svazek periodika
79
Číslo periodika v rámci svazku
2
Stát vydavatele periodika
CH - Švýcarská konfederace
Počet stran výsledku
8
Strana od-do
63-70
Kód UT WoS článku
000521506800003
EID výsledku v databázi Scopus
2-s2.0-85082417110