TY - GEN A1 - Busching, Robert A1 - Krahé, Barbara T1 - Charging neutral cues with aggressive meaning through violent video game play T2 - Postprints der Universität Potsdam : Humanwissenschaftliche Reihe N2 - When playing violent video games, aggressive actions are performed against the background of an originally neutral environment, and associations are formed between cues related to violence and contextual features. This experiment examined the hypothesis that neutral contextual features of a virtual environment become associated with aggressive meaning and acquire the function of primes for aggressive cognitions. Seventy-six participants were assigned to one of two violent video game conditions that varied in context (ship vs. city environment) or a control condition. Afterwards, they completed a Lexical Decision Task to measure the accessibility of aggressive cognitions in which they were primed either with ship-related or city-related words. As predicted, participants who had played the violent game in the ship environment had shorter reaction times for aggressive words following the ship primes than the city primes, whereas participants in the city condition responded faster to the aggressive words following the city primes compared to the ship primes. No parallel effect was observed for the non-aggressive targets. The findings indicate that the associations between violent and neutral cognitions learned during violent game play facilitate the accessibility of aggressive cognitions. T3 - Zweitveröffentlichungen der Universität Potsdam : Humanwissenschaftliche Reihe - 678 KW - media violence KW - aggressive cognitions KW - associative networks KW - learning Y1 - 2020 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus4-476181 SN - 1866-8364 IS - 678 ER - TY - GEN A1 - Prot, Sara A1 - Gentile, Douglas A. A1 - Anderson, Craig A. A1 - Suzuki, Kanae A1 - Swing, Edward A1 - Lim, Kam Ming A1 - Horiuchi, Yukiko A1 - Jelic, Margareta A1 - Krahé, Barbara A1 - Liuqing, Wei A1 - Liau, Albert K. A1 - Khoo, Angeline A1 - Petrescu, Poesis Diana A1 - Sakamoto, Akira A1 - Tajima, Sachi A1 - Toma, Roxana Andreea A1 - Warburton, Wayne A1 - Zhang, Xuemin A1 - Lam, Ben Chun Pan T1 - Long-term relations among prosocial-media use, empathy, and prosocial behavior T2 - Postprints der Universität Potsdam : Humanwissenschaftliche Reihe N2 - Despite recent growth of research on the effects of prosocial media, processes underlying these effects are not well understood. Two studies explored theoretically relevant mediators and moderators of the effects of prosocial media on helping. Study 1 examined associations among prosocial- and violent-media use, empathy, and helping in samples from seven countries. Prosocial-media use was positively associated with helping. This effect was mediated by empathy and was similar across cultures. Study 2 explored longitudinal relations among prosocial-video-game use, violent-video-game use, empathy, and helping in a large sample of Singaporean children and adolescents measured three times across 2 years. Path analyses showed significant longitudinal effects of prosocial- and violent-video-game use on prosocial behavior through empathy. Latent-growth-curve modeling for the 2-year period revealed that change in video-game use significantly affected change in helping, and that this relationship was mediated by change in empathy. T3 - Zweitveröffentlichungen der Universität Potsdam : Humanwissenschaftliche Reihe - 389 KW - mass media KW - cross-cultural differences KW - social behavior KW - prosocial media KW - violent media KW - prosocial behavior KW - empathy KW - helping KW - general learning model KW - prediction Y1 - 2018 U6 - http://nbn-resolving.de/urn/resolver.pl?urn:nbn:de:kobv:517-opus4-404136 IS - 389 ER -