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Charging neutral cues with aggressive meaning through violent video game play

  • 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 comparedWhen 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.zeige mehrzeige weniger

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Metadaten
Verfasserangaben:Robert BuschingORCiDGND, Barbara KrahéORCiDGND
URN:urn:nbn:de:kobv:517-opus4-476181
DOI:https://doi.org/10.25932/publishup-47618
ISSN:1866-8364
Titel des übergeordneten Werks (Deutsch):Postprints der Universität Potsdam : Humanwissenschaftliche Reihe
Schriftenreihe (Bandnummer):Zweitveröffentlichungen der Universität Potsdam : Humanwissenschaftliche Reihe (678)
Publikationstyp:Postprint
Sprache:Englisch
Datum der Erstveröffentlichung:18.12.2020
Erscheinungsjahr:2013
Veröffentlichende Institution:Universität Potsdam
Datum der Freischaltung:18.12.2020
Freies Schlagwort / Tag:aggressive cognitions; associative networks; learning; media violence
Ausgabe:678
Seitenanzahl:14
Quelle:Societies 3(2013) 4, 445-456; DOI: 10.3390/soc3040445
Organisationseinheiten:Humanwissenschaftliche Fakultät / Strukturbereich Kognitionswissenschaften / Department Psychologie
DDC-Klassifikation:3 Sozialwissenschaften / 30 Sozialwissenschaften, Soziologie / 300 Sozialwissenschaften
Peer Review:Referiert
Publikationsweg:Open Access / Green Open-Access
Lizenz (Deutsch):License LogoCC-BY - Namensnennung 4.0 International
Externe Anmerkung:Bibliographieeintrag der Originalveröffentlichung/Quelle
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