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The effect of the amount of blood in a violent video game on aggression, hostility, and arousal
Authors:Christopher P. Barlett  Richard J. Harris
Affiliation:a Department of Psychology, W112 Lagomarcino Hall, Iowa State University, Ames, IA, USA
b Kansas State University, 492 Bluemont Hall Manhattan, Kansas 66506-5302, USA
Abstract:The current study utilized the General Aggression Model, with an emphasis on aggression-related priming, to explore the different effects on hostility, physiological arousal, and state aggression in those who played a violent video game (Mortal Kombat: Deadly Alliance) with differing levels of blood (maximum, medium, low, and off). Simple effects analyses showed that those in the maximum blood and medium blood conditions had a significant increase in hostility and physiological arousal, while those in the low blood and no blood conditions did not have such an increase in arousal and hostility. Further analyses indicated that those in the maximum and medium blood conditions used the character’s weapon significantly more often than those in the low and blood absent conditions. Implications and future research are discussed.
Keywords:Video games   Aggression   Hostility   Arousal   Blood
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