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Contextual Features of Violent Video Games, Mental Models, and Aggression

119

Citations

36

References

2006

Year

TLDR

Findings are discussed within the framework of mental models of media violence. The study aimed to examine how the presence of blood and the point of view in a video game influence players’ perceptions of violence and their subsequent aggressive intentions. A 2 × 2 × 2 factorial design manipulating blood presence, point of view, and sex was employed to assess these perceptions and aggression outcomes. Blood presence increased perceived gore and physical aggression, third‑person view heightened focus, and greater involvement and immersion were associated with higher hostility, with sex differences in overall engagement.

Abstract

This experiment employed a 2 (third vs. first person) × 2 (blood on/off) × 2 (sex) design in order to examine the effects of two internal video game manipulations: the presence of blood and point of view on participants' perceptions of the game. Overall, when the blood manipulation was on, participants perceived greater gore. Players were significantly more focused when they played in the third-person point of view than when they played in first person. Males were more involved in the game overall regardless of point of view, but females were more focused and involved when they played in third, not first, person. In addition, we wanted to see if game manipulations and perceptions of the game affected aggressive outcomes. Those who played the game in the blood-on condition had more physically aggressive intentions, and when players were more involved and immersed in the game, they reported greater hostility and physically aggressive intentions. Findings are discussed as they relate to mental models of media violence.

References

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