Academic literature on the topic 'Aggressiveness. Video games'

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Journal articles on the topic "Aggressiveness. Video games"

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Květon, Petr, and Martin Jelínek. "Frustration and Violence in Mobile Video Games." Swiss Journal of Psychology 79, no. 2 (2020): 63–70. http://dx.doi.org/10.1024/1421-0185/a000236.

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Abstract. 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 2×2 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.
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Uhlmann, Eric, and Jane Swanson. "Exposure to violent video games increases automatic aggressiveness." Journal of Adolescence 27, no. 1 (2004): 41–52. http://dx.doi.org/10.1016/j.adolescence.2003.10.004.

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Zheng, Jia-Kun, and Qian Zhang. "Priming effect of computer game violence on children's aggression levels." Social Behavior and Personality: an international journal 44, no. 10 (2016): 1747–59. http://dx.doi.org/10.2224/sbp.2016.44.10.1747.

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We investigated how aggression resulting from playing violent computer games varies by gender and trait aggressiveness level. In Study 1, 220 children rated 2 video games in terms of pleasantness, excitement, violent content, violent images, fear, interest, and reality. Results indicated that Virtual Cop2 and Fight Landlord games were perceived as violent and nonviolent, respectively. In Study 2, 240 different children responded to the Buss–Perry Aggression Questionnaire, played either Virtual Cop2 or Fight Landlord, and completed a semantic classification task involving rating whether 60 words were aggressive or nonaggressive. Results showed that boys, but not girls, displayed stronger aggression after playing Virtual Cop2, compared to Fight Landlord. Further, children with high trait aggressiveness exhibited strong aggression after playing Virtual Cop2, whereas those with moderate or low trait aggressiveness did not. Overall, our results indicate that gender and trait aggressiveness both affect aggression among children who play violent video games.
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Bogacheva, N. V., and A. E. Voiskounsky. "Computer games and creativity: the positive aspects and negative trends." Современная зарубежная психология 6, no. 4 (2017): 29–40. http://dx.doi.org/10.17759/jmfp.2017060403.

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The article is aimed at analysis of current studies of the link between video games experience and creativity. The impact of video game playing on the psychological specificity of gamers has repeatedly become a subject of many studies, though higher-level cognitive abilities, such as creativity, were rarely the subject of interest, remaining unexplored in the context of video games. Contrary to the earlier predictions that the increased amount of «readymade» visual information will reduce the imaginative ability, most of the current works show positive links between some types of creativity (in particular — visual) and playing video games. The latter becomes not only a source of inspiration but also a platform for creative realization. Many authors draw attention to possible negative aspects of creativity, in particular, the possibility of its antisocial applications. In this regard, the importance of studying the aggressiveness and empathy of computer players is increasing but the research data in this area is particularly contradictory.
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Medeiros, Bruno Gonçalves de, Carlos Eduardo Pimentel, Maurício Miranda Sarmet, and Tailson Evangelista Mariano. "“Brutal Kill!” Violent video games as a predictor of aggression." Psico-USF 25, no. 2 (2020): 261–71. http://dx.doi.org/10.1590/1413-82712020250205.

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Abstract In recent years, many international studies have investigated the relationship between violent games and violence, aggressiveness and delinquent behavior, but there are scarce studies in Brazil on the subject. The aim of this research was to investigate the relationship between dispositional behavior and antisocial behavior correlated with the playing of violent content video games. A total of 249 high school students participated in the study, of which 154 were women and 95 were men, aged 13-20 years (M = 15.4, DP = 1.12), who responded the following scales: Big Five Inventory, Buss and Perry Aggression Questionnaire, Antisocial and Criminal Behaviors Questionnaire and a new Scale of Video Games Violence. The regressions performed indicated that the violent games, antisocial behavior, anger and sex were predictors for physical aggression. In conclusion, the study confirms the hypothesis of the General Aggression Model on human aggression in which violent games are associated with aggressive behavior.
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Raudenbush, Bryan, Jerrod Koon, Trevor Cessna, and Kristin McCombs. "Effects of Playing Video Games on Pain Response during a Cold Pressor Task." Perceptual and Motor Skills 108, no. 2 (2009): 439–48. http://dx.doi.org/10.2466/pms.108.2.439-448.

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Two studies assessed whether playing video games would significantly distract participants from painful stimulation via a cold pressor test. In Study 1, participants (8 men, 22 women, M age= 18.5 yr., SD = 1.3) in an action-oriented game condition tolerated pain for a longer time period and reported lower pain intensity ratings than those in a nonaction-oriented game or a nongame control condition. No differences were found on scores of aggressiveness, competitiveness, or prior video game experience, suggesting that these factors play little role. In Study 2, participants (14 men, 13 women, M age= 19.7 yr., SD= 1.3) engaged in six video game conditions (action, fighting, puzzle, sports, arcade, and boxing) and a nongame control condition. Video game play produced an increase in pulse, which was greatest during the action, fighting, sports, and boxing games. Pain tolerance was greatest during the sports and fighting games. Thus, certain games produce greater distraction, which may have implications for the medical field as an adjunct to pain management.
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Siregar, Nadia Itona, and Pudji Muljono. "Pengaruh Perilaku Bermain Video Game Berunsur Kekerasan Terhadap Perilaku Agresi Remaja." Jurnal Sains Komunikasi dan Pengembangan Masyarakat [JSKPM] 1, no. 3 (2017): 261. http://dx.doi.org/10.29244/jskpm.1.3.261-276.

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The development of today's technology so rapidly, this development affects the audio-visual media one of which is video games. The aim of this study are: 1) to analyze the differences influence the level of violent video game playing element to the level of adolescent aggressive behavior, 2) to analyze the influence of personal factors as differences in behavior-forming element violent video games to the level of adolescent aggressive behavior, 3) to analyze differences in the effect of factors situational as forming behavior of violent video game playing element to the level of adolescent aggressive behavior. The analysis in this study uses cross tabulation, the statistical test Mann-Whitney and Kruskal-Wallis with a 5% significance level. The results showed that there are differences in the level of situational and gender differences on the level of play behavior element violent video games; and there are differences in the level of playing video games behavioral element of violence against adolescent aggressiveness level.Keywords: audio-visual media, development of technology -------------------------------------------------------------------------------------------ABSTRAKPerkembangan teknologi saat ini begitu pesat, perkembangan ini mempengaruhi media audio-visual salah satunya adalah video game. Tujuan dari penelitian ini adalah: 1) untuk menganalisis perbedaan yang memengaruhi elemen tingkat kekerasan bermain video game ke tingkat perilaku agresif remaja, 2) untuk menganalisis pengaruh faktor pribadi sebagai perbedaan dalam elemen perilaku pembentuk video game kekerasan untuk tingkat perilaku agresif remaja, 3) untuk menganalisis perbedaan pengaruh faktor situasional sebagai pembentuk perilaku bermain video game unsur kekerasan ke tingkat perilaku agresif remaja. Analisis dalam penelitian ini menggunakan tabulasi silang, uji statistik Mann-Whitney dan Kruskal-Wallis dengan tingkat signifikansi 5%. Hasil penelitian menunjukkan bahwa ada perbedaan dalam tingkat perbedaan situasional dan jenis kelamin pada tingkat perilaku bermain elemen video game kekerasan; dan ada perbedaan dalam tingkat bermain video game unsur perilaku kekerasan terhadap tingkat agresivitas remaja.Kata kunci: media audio-visual, perkembangan teknologi
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HORIUCHI, Yukiko, Sachi TAJIMA, Kanae SUZUKI, Akiko SHIBUYA, and Akira SAKAMOTO. "The Effects of Playing Violent Video Games on Aggressiveness and Normative Beliefs about Aggression." Journal of Digital Games Research 9, no. 1 (2016): 13–24. http://dx.doi.org/10.9762/digraj.9.1_13.

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Padilla, Rolando Manuel Reyes, Felipe Del Ángel Padrón Morales, Juan Eduardo Soto Luévano, and Carlos Argelio Arévalo Mercado. "Videojuegos y su Impacto en la Salud Mental: Estudio Experimental Sobre Exposición a Videojuegos Violentos en Estudiantes Universitarios." Tecnología Educativa Revista CONAIC 7, no. 1 (2019): 24–30. http://dx.doi.org/10.32671/terc.v7i1.180.

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Los videojuegos representan uno de los mayores fenómenos contemporáneos. Se reporta que hasta un 85% de ellos incluye alguna forma de violencia, generando una preocupación sobre el impacto negativo que pudiera llegar a tener. Esto ha dado lugar a gran número de investigaciones sobre su posible impacto, sin observarse un consenso sobre el tema. La presente investigación tuvo como objetivo medir el impacto de la exposición a videojuegos violentos como uno de los factores que pueden aumentar la agresividad de las personas, mencionado por el “Catalyst Model”. Mediante la realización de un experimento controlado, los resultados sugieren que los videojuegos no fueron un factor de aumento de la agresividad. Se detectaron dos casos anómalos. En el primero, el videojuego no violento tuvo un efecto calmante a actitudes hostiles y en el otro el videojuego violento, fungió como un incrementador de actitudes agresivas.
 Video games represent one of the greatest contemporary phenomena. It is reported that up to 85% of them include some form of violence, generating a concern about the negative impact that could have. This has led to a large number of research on its possible impact, without observing a consensus on the subject. The objective of this research was to measure the impact of exposure to violent video games as one of the factors that can increase the aggression of people, mentioned by the "Catalyst Model". By conducting a controlled experiment, the results suggest that video games were not a factor in increasing aggressiveness. Two anomalous cases were detected. On the first case, nonviolent videogames worked as a calming effect to hostile attitudes. On the other, they worked in a contrary way with violent videogames, acting as a catalyst of the participant's aggressive attitudes.
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Staude-Müller, Frithjof, Thomas Bliesener, and Stefanie Luthman. "Hostile and Hardened? An Experimental Study on (De-)Sensitization to Violence and Suffering Through Playing Video Games." Swiss Journal of Psychology 67, no. 1 (2008): 41–50. http://dx.doi.org/10.1024/1421-0185.67.1.41.

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This study tests whether playing violent video games leads to desensitization and increased cardiovascular responding. In a laboratory experiment, 42 men spent 20 min playing either a high- or low-violence version of a “first-person shooter” game. Arousal (heart rate, respiration rate) was measured continuously. After playing the game, emotional responses to aversive and aggressive stimuli - pictures from Lang, Bradley, and Cuthbert’s (1999) International Affective Picture System - were assessed with self-ratings and physiological measurement (skin conductance). Results showed no differences in the judgments of emotional responses to the stimuli. However, different effects of game violence emerged in the physiological reactions to the different types of stimulus material. Participants in the high-violence condition showed significantly weaker reactions (desensitization) to aversive stimuli and reacted significantly more strongly (sensitization) to aggressive cues. No support was found for the arousal hypothesis. Post-hoc analyses are used to discuss possible moderating influences of gaming experience and player’s trait aggressiveness in terms of the General Aggression Model ( Anderson & Bushman, 2001 ) and the Downward Spiral Model ( Slater, Henry, Swaim, & Anderson, 2003 ).
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Dissertations / Theses on the topic "Aggressiveness. Video games"

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Giumetti, Gary W. "Violent video games and aggression the moderating role of personality /." Click here for download, 2006. http://wwwlib.umi.com/cr/villanova/fullcit?p1432520.

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Callahan, Patrick. "Long versus short violent videogame play : do players habituate? /." Swinburne Research Bank, 2006. http://hdl.handle.net/1959.3/4484.

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Thesis (BA(Hons) (Psychology)) - Faculty of Life and Social Sciences, Swinburne University of Technology, 2006.<br>"October 2006". Typescript. [A thesis is submitted in fulfilment of the requirements for the degree Bachelor of Arts in Psychology (Honours), Faculty of Life and Social Sciences, Swinburne University of Technology - 2006.].
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Kim, Jung K. "The influence of flow experience on video games and agression." Virtual Press, 2007. http://liblink.bsu.edu/uhtbin/catkey/1371467.

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The relationships between violent content and aggression have not been fully understood and explained in video game research literature. This study sought to determine if video game players" flow experience--a psychological absorption—explains the aggression that can follow video game playing. Employing a survey, this project sought to determine if relationships existed among degrees of violence portrayed in video games, degrees of flow experience, and subsequent aggressive attitudes after gaming. In this study, it was determined that a player's flow experience is more strongly correlated with aggression than is the violent content of video games. Moreover, contradicting the common belief that the video game companies make more profit by increasing the quantity of violent content, there is actually no significant relationship between violence and purchase of video games. However, along the same lines of Hoffman and Novak (1977), this study discovered an increase in purchasing intent related to flow experiences in video games.<br>Department of Telecommunications
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Mickelson, Carol Smith. "Do aggressive video games cause increased cardiovascular response?" Scholarly Commons, 1997. https://scholarlycommons.pacific.edu/uop_etds/2317.

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There has been concern and controversy in recent years pertaining to the effects that video games have on the player. This study examined physiological and psychological responses to video game play, as well as the interplay between the two domains of response. The primary purpose of this study was to determine if there is a difference in cardiovascular response (measured by heart rate and blood pressure levels) between aggressive and nonaggressive video game play. In addition, self-report of perceived arousal and hostility levels were assessed following completion of both levels of video game play. Physiological resting baselines for heart rate and blood pressure were determined prior to both levels of play. A mean heart rate was recorded for each 2-min interval while 16 male participants played both an aggressive and a nonaggressive video game for a period of 18- min each. Blood pressure levels were again assessed postplay. Following each level of video game play psychological tests (perceived arousal and hostility levels) were administered. Results show a main effect for type of video game on heart rate, with heart rate significantly higher in the aggressive game than in the nonaggressive game. In addition, a main effect for intervals was also significant, with heart rate increasing over time. No siqnificant differences were found between levels for blood pressure, perceived arousal, and hostility scores. The only significant correlation resulted between post-diastolic blood pressure measure and the hostility subscale of the Multiple Affect Adjective Check List. Implications for future research are discussed.
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Brooks, Michael Christopher. "Press start : exploring the effects of violent video games on boys /." Digital version accessible at:, 1999. http://wwwlib.umi.com/cr/utexas/main.

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Griffiths, Robert Peter. "Cyber athletes identification, competition, and affect implication /." Columbus, Ohio : Ohio State University, 2007. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=osu1180009007.

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Ask, Alexander A. "To kill or not to kill : competition, aggression, and videogames, in adolescents /." Title page, contents and abstract only, 1999. http://web4.library.adelaide.edu.au/theses/09PH/09pha834.pdf.

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Dill, Karen E. "Violent video game and trait aggression effects on aggressive behavior, thoughts, and feelings, delinquency, and world view /." free to MU campus, to others for purchase, 1997. http://wwwlib.umi.com/cr/mo/fullcit?p9841277.

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Drummond, Jason A. "The relation between playing violent single and multiplayer video games and adolescents' aggression, social competence, and academic adjustment." Bowling Green, Ohio : Bowling Green State University, 2009. http://rave.ohiolink.edu/etdc/view?acc%5Fnum=bgsu1236354262.

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Books on the topic "Aggressiveness. Video games"

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Bensley, Lillian Southwick. Video games and real-life aggression: A review of the literature. Washington State Dept. of Health, 2000.

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Bensley, Lillian Southwick. Video games and real-life aggression: A review of the literature. Washington State Dept. of Health, 2000.

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Bensley, Lillian Southwick. Video games and real-life aggression: A review of the literature. Washington State Dept. of Health, 2000.

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United States. Congress. Senate. Committee on Commerce, Science, and Transportation. The impact of media violence on children: Hearing before the Committee on Commerce, Science, and Transportation, United States Senate, One Hundred Tenth Congress, first session, June 26, 2007. U.S. G.P.O., 2012.

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Violent Video Game Effects on Children and Adolescents: Theory, Research, and Public Policy. Oxford University Press, USA, 2006.

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