I wish I were a warrior: The role of wishful identification in the effects of violent video games on aggression in adolescent boys

被引:235
作者
Konijn, Elly A.
Bijvank, Marije Nije
Bushman, Brad J.
机构
[1] Vrije Univ Amsterdam, Dept Commun Sci, Fac Social Sci, NL-1081 HV Amsterdam, Netherlands
[2] Univ Michigan, Inst Social Res, Ann Arbor, MI 48109 USA
[3] Univ Michigan, Dept Commun Sci, Ann Arbor, MI 48109 USA
关键词
aggressive behavior; wishful identification; violent video games; realism; immersion; adolescent boys;
D O I
10.1037/0012-1649.43.4.1038
中图分类号
B844 [发展心理学(人类心理学)];
学科分类号
040202 ;
摘要
This study tested the hypothesis that violent video games are especially likely to increase aggression when players identify with violent game characters. Dutch adolescent boys with low education ability (N = 112) were randomly assigned to play a realistic or fantasy violent or nonviolent video game. Next, they competed with an ostensible partner on a reaction time task in which the winner could blast the loser with loud noise through headphones (the aggression measure). Participants were told that high noise levels could cause permanent hearing damage. Habitual video game exposure, trait aggressiveness, and sensation seeking were controlled for. As expected, the most aggressive participants were those who played a violent game and wished they were like a violent character in the game. These participants used noise levels loud enough to cause permanent hearing damage to their partners, even though their partners had not provoked them. These results show that identifying with violent video game characters makes players more aggressive. Players were especially likely to identify with violent characters in realistic games and with games they felt immersed in.
引用
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页码:1038 / 1044
页数:7
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