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Examining the relationship between violent video games, presence, and aggression.
| Content Provider | Semantic Scholar |
|---|---|
| Author | Nowak, Kristine L. Krcmar, Marina Farrar, Kirstie M. |
| Copyright Year | 2006 |
| Abstract | The level of presence, or immersion, a person feels with media influences the effect media has on them. This project examines both the causes and consequences of presence in the context of violent video game play. In a between subjects design, 227 participants were randomly assigned to play either a violent or a non violent video game. Causal modeling techniques revealed two separate paths to presence. First, individual differences predicted levels of presence: men felt more presence while playing the video game, as did those who play video games more frequently. Secondly, those who perceived the game to be more violent felt more presence. Those who felt more presence, felt more resentment, were more verbally aggressive, and that led to increased physically aggressive intentions. |
| File Format | PDF HTM / HTML |
| Alternate Webpage(s) | https://astro.temple.edu/~lombard/ISPR/Proceedings/2006/Nowak,%20Krcmar,%20Farrar.pdf |
| Language | English |
| Access Restriction | Open |
| Content Type | Text |
| Resource Type | Article |