Abstract:Background: esports, or organized video game competitions, have been expanding quickly. The use of dietary supplements by esports players appears vulgarized but lacks supporting evidence. Objectives: To outline studies that tested the effects ...
This study tests whether playing violent video games leads to desensitization and increased cardiovascular responding. In a laboratory experiment, 42 men spent 20 min playing either a high- or low-violence version of a “first-person shooter” game. Arousal ...
How Violent Video Games Relate to AggressionAbstract.During the past decades video games have become an integral part of recreational activities of children and adolescents. The assumption that playing violent games encourages aggressive behaviour is a ...
Abstract. Research on age differences in media usage has shown that older adults are more likely than younger adults to select positive emotional content. Research on emotional aging has examined whether older ...
Abstract. Video gaming behavior may offer information about the players and the widespread diffusion of this form of entertainment produces a staggering amount of data about gaming behaviors. The aim of the current study was to investigate ...
Based on the model of complex entertainment experiences (Vorderer, Klimmt, & Ritterfeld, 2004), the competitiveness of a computer game (media prerequisite) and the individual life satisfaction (user prerequisite) ...
It has often been shown that the amount of media use is negatively related to cognitive outcomes. The more time spent on media the poorer cognitive performance is. This association has mainly been found for general-audience, violent, and action-loaded ...
The present study explores the role of intentions, habits, and addictive tendencies in people’s video game use. Although both habits and addictive tendencies may determine higher amounts of video game use, the present study examines whether the impact of ...
Over the course of the last decade, many games have shifted from single player to shared social experiences. Yet, most research examining antisocial behavior has focused on coded content and ignored the influence of other players. This paper examines the ...
This paper reports a study designed to investigate whether playing violent video games elicits the psychological conditions theoretically required for media use to cause aggressive behavior. Specifically, the study was designed to examine whether these ...
Throughout the world, nearly 4 million children die annually as a result of an unintentional injury. From the perspectives of cultivation theory and social learning theory, children’s risk for injury may be influenced by a variety of sources, including ...
Research suggests that video games are becoming a social activity. Previous research has neglected the complicated social context in which people now play video games. However, a growing body of literature suggests that playing violent video games ...
This study used survey methodology to measure opinions of 13- to 15-year-olds (N = 176) about sedentary and active video games and the relative amount of time spent with those games, and evaluated correlations between time spent with those two types of ...
Online video games are a popular leisure activity around the world; such virtual environments enable new ways for social identity to develop. This study investigated the motives affecting social identification processes in the massive multiplayer online ...
Most of the studies on violence in digital games have investigated its effects on arousal or aggression. Little attention has been paid to how in-game violence is actually perceived and evaluated. To investigate this issue we conducted two experimental ...
Motivations for, and outcomes of, playing rhythm-based music video games have had little direct study. The current research showed that fantasy-seeking motivations combined with self-esteem to create either unregulated game play habits or an incentive to ...
Abstract. This study examines the effect of interactivity on the attribution of responsibility for the character’s actions in a violent video game. Through an experiment, we tested the hypothesis that identification with the main character ...
Abstract. As an entertainment technology, video games are a popular social activity that can allow for multiple players to cooperatively engage on-screen challenges. Emerging research has found that when people play together, the resulting ...
Abstract. While there is extensive literature exploring the possible negative effects of video games, and many such studies using college student samples, there is little research on how video game use impacts the unique risk environment ...
Abstract. Correll and colleagues (Correll, Park, Judd, & Wittenbrink, 2002) developed a first-person shooter task that simulates the police officer’s dilemma of whether to shoot or not a target that may present lethal danger. The present ...