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25 to life: video game violence, character identification, and aggression
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25 to life: video game violence, character identification, and aggression
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Description
Identifier
Thesis
2116
Author
Ayers, Jennifer Elizabeth, 1978-
Title
25
to
life
:
video
game
violence
,
character
identification
, and
aggression
Publisher
Central Connecticut State University
Date
2010
Resource Type
Master's Thesis
Notes
Current
contextual
models
of
aggression
(e.g.
,
General
Aggression
Model)
;
Anderson
&
Bushman
,
2002)
suggest
that
exposure
to
violent
video
games
can
lead
to the
expression
of
aggression
(e.g.
,
anger
,
physical/verbal
aggression
,
hostility)
.
Laboratory
studies
have
consistently
demonstrated
links
between
playing
violent
video
games
and
aggression
levels
of
players
(Anderson
,
2002
;
Anderson
,
2004
;
Anderson
&
Bushman
,
2001
;
Anderson
&
Dill
,
2000)
.
Survey
research
suggests
that
violent
games
are
more
aggressive
(Anderson
&
Dill
,
2000)
.
Many
of the
most
popular
games
are
high
in
violent
content
and the
amount
of
violence
in
video
games
has
increased
over
time
(Schneider
,
Lang
,
Shin
,
&
Bradley
,
2004
;
Gentile
&
Anderson
,
2003)
. In
addition
, the
level
realism
has
increased
over
time
(Schneider
et
al.
,
2004)
.
Identification
with
video
game
characters
has been
found
in
some
studies
to
play
a
role
in
connections
between
violent
gaming
and
aggression
(e.g.
,
Barker
,
2005
;
Konijin
,
Bijvank
,
&
Bushman
,
2007)
.
Taken
together
,
modern
video
games
may
create
more
intense
experiences
for
video
game
players
than
other
forms
of
media
and
may
influence
subsequent
aggression.
. The
present
study
investigated
the
relationships
among
violent
video
gaming
,
tendency
to
identify
with
video
game
characters
,
gender
,
age
of
first
playing
video
games
,
attitudes
toward
police
and
player
aggression
.
Using
an
experimental
manipulation
, in
situ
,
college
students
(N
=
128)
were
randomly
assigned
to
play
a
violent
video
game
or not
play
any
video
games
for
7
consecutive
days
.
Self-reported
aggression
data
were
collected
daily
from
participants
.
Multilevel
analysis
indicated
that
participants
who
played
the
violent
video
game
had
significantly
higher
daily
aggression
scores
than
did
those
who
did
not
game
.
Aggression
was not
related
to the
tendency
to
identify
with
video
game
characters
or with
gender
.
Correlational
analyses
of
self-reported
data
,
obtained
at
intake
,
revealed
significant
relationships
between
tendency
to
identify
with the
character
and
total
amount
of
violent
video
game
play
,
gender
and
total
amount
of
violent
video
game
play
, and
gender
and
age
of
first
playing
video
games
.
However
, a
multiple
regression
analysis
predicting
trait
aggression
from
amount
of
violent
video
game
playing
,
strength
of
identification
with
video
game
characters
,
age
of
first
playing
video
games
, and
gender
was not
significant
.
Subject
Violence in video games
Video games -- Social aspects
Department
Department of Psychology
Advisor
Waite, Bradley W.
Type
Text
Digital Format
application/pdf
Language
eng
OCLC number
703424278
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