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wafflejourneyAI and Robotics

Nov 14, 2013 (3 years and 10 months ago)

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Os textos são da exclusiva responsabilidade dos autore
s

All
texts

are of the exclusive
responsibility

of the
authors




THE EFFECTS OF PLAYI
NG VIOLENT ELECTRONI
C GAMES WITH VIRTUAL

REALITY DEVICE ON PH
YSIOLOGICAL AROUSAL,

COGNITIVE STRUCTURES
,
STATE HOSTILITY AND
AGGRESSIVE BEHAVIOUR


Authors:
Patrícia Arriaga
a
, Francisco Esteves
b
, Paula Carneiro
a

a
Faculdade de Psicologia,

Universidade Lusófona de Humanidades e Tecnologias (ULHT),
Lisboa.

b
Departamento de Psicologia Social e das Organizações, ISCTE, Lisboa.


Grant


11/02




Within the General Aggression Model framework,

the present

study was conducted to analyze
the sho
rt
-
term effects of violent electronic games, played with

or without a virtual reality
device, on the instigation of aggressive behavior under provocation. Physiological arousal (heart
rate), priming of aggressive thoughts, and state hostility,

were measure
d to

test

their mediation
effect on the relationship between playing the violent

game and aggression. The participants
-

148 undergraduate students
-

were randomly assigned to four treatment conditions: two groups
played a violent computer game (Unreal Tou
rnament), and the other two a non
-
violent game
(Motocross Madness), half with a virtual reality device and the remaining participants on the
computer screen. In order to assess the violent game effects, the following instruments were
used: a BIOPAC System
MP100 to record

heart rate; an emotional Stroop task to analyze the
priming of aggressive and fear thoughts; a self
-
report state hostility scale to measure hostility;
and a competitive reaction time task to assess aggressive behavior. The main results
indi
cated

that the violent computer game had effects on state hostility and on aggression.
Regression analyses also showed an indirect effect of state hostility between playing a VG and
aggression.


Publications:
Arriaga, P., Esteves, F., Carneiro, P., & Monte
iro, M. B.
(
submitted
).
State
hostility and
interpersonal aggression enhanced by playing violent computer games.


Key
w
ords: violent electronic games; virtual reality system; aggression.