Violent Virtual Video Games and Hostile Thoughts

Ron Tamborini, Matthew S. Eastin, Paul Skalski, Kenneth A. Lachlan, Thomas A. Fediuk, Robert Brady

Journal of Broadcasting & Electronic Media · 2004 · 131 citations · 29 references

Concepts

Abstract

A vioient virtuai-reaiity (VR) video game's short-term impact on telepresence and hostility was studied. Five weeks before a lab experiment, participants completed a questionnaire measuring prior vioient video game use and trait aggression. Participants were randomly assigned to play a VR vioient video game, play a standard vioient video game, observe a vioient video game, or observe a non-vioient video game. Following exposure, measures of telepresence experienced, hostile thoughts, and aggressive acts were obtained. Findings are consistent with predictions that personal variables (prior video game use) and situational variables (violent media exposure) influence telepresence experienced in media environments and promote hostile thoughts. No findings substantiate predictions that telepresence mediates personal or situational variables' influence on aggression.

References

29