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Interactive Effect of Moral Disengagement and Violent Video Games on Self-Control, Cheating, and Aggression
75
Citations
33
References
2013
Year
Social PsychologyGrand Theft AutoMedia ViolenceBehavioral Game TheoryImpulsivityHarm StudiesPsychologySocial SciencesBehavioral SciencesCognitive ScienceViolent GamesAggressionInteractive EffectMoral PsychologyMoral DisengagementProsocial BehaviorMoral NormsSocial BehaviorVideo Game StudiesMoral Panic StudiesArtsVideo Game AddictionViolent Video Games
Violent video games glorify and reward immoral behaviors such as murder, assault, rape, robbery, arson, and motor vehicle theft. The study tested whether violent video games would increase lack of self‑control, cheating, and aggression, particularly among individuals high in moral disengagement. A randomized experiment with 172 high‑school students measured moral disengagement, then assigned them to play either a violent GTA game or a nonviolent game; self‑control was assessed by the weight of uneaten M&M’s, cheating was measured by a test‑cheating opportunity for raffle tickets, and aggression was gauged via a competitive task where participants could deliver unpleasant noise blasts to a partner. Results indicated that playing violent video games reduced self‑control and increased cheating and aggression, with stronger effects among participants high in moral disengagement.
Violent video games glorify and reward immoral behaviors (e.g., murder, assault, rape, robbery, arson, motor vehicle theft). Based on the moral disengagement theory, we predicted that violent games would increase multiple immoral behaviors (i.e., lack of self-control, cheating, aggression), especially for people high in moral disengagement. High school students ( N = 172) who had completed a measure of moral disengagement were randomly assigned to play one of the Grand Theft Auto (GTA) violent video games, or a nonviolent game. Self-control was measured using the weight of uneaten chocolates (i.e., M&M’s) in a bowl by the computer. After gameplay, participants could cheat on a test to win raffle tickets for attractive prizes (e.g., iPad). Aggression was measured using a competitive task in which participants could give an ostensible partner unpleasant noise blasts through headphones. Results showed that violent video games decreased self-control and increased cheating and aggression, especially for people high in moral disengagement.
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