Title of article
Prosocial video games reduce aggressive cognitions
Author/Authors
Tobias Greitemeyer، نويسنده , , Tobias and Osswald، نويسنده , , Silvia، نويسنده ,
Issue Information
ماهنامه با شماره پیاپی سال 2009
Pages
5
From page
896
To page
900
Abstract
Previous research has shown that playing violent video games increased aggressive tendencies. However, as pointed out by the General Learning Model (GLM) [Buckley, K. E., & Anderson, C. A. (2006). A theoretical model of the effects and consequences of playing video games. In: P. Vorderer & J. Bryant (Eds.), Playing video games motives responses and consequences (pp. 363–378). Mahwah, NJ: Lawrence Erlbaum], depending on their content, video games do not inevitably increase but may also decrease aggressive responses. Accordingly, the present research tested the hypothesis that playing prosocial video games decreases aggressive cognitions. In fact, playing a prosocial (relative to a neutral) video game reduced the hostile expectation bias (Experiment 1) and decreased the accessibility of antisocial thoughts (Experiment 2). Thus, these results lend credence to GLMs assumption that the effects of video game exposure depend to a great extent on the content of the game played.
Keywords
Aggression , video games , media effects
Journal title
Journal of Experimental Social Psychology
Serial Year
2009
Journal title
Journal of Experimental Social Psychology
Record number
1958959
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