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Modeling outcomes of violent video game play: Applying mental models and model matching to explain the relationship between user differences,game characteristics,enjoyment, and aggressive intentions
Affiliation:1. Department of Communication, University of Connecticut 337 Mansfield Rd., Unit 1259 Storrs, CT 06269, United States;2. Department of Communication, Wake Forest University, 1834 Wake Forest Rd., NC 27109, Winston-Salem;1. The University of Hong Kong, Hong Kong;2. National University of Singapore, Singapore;1. School of Communication, Western Michigan University, 202 Sprau Tower, 1903 W. Michigan Ave., Kalamazoo, MI 49006, United States;2. Department of Communication, University of California, Davis, 363 Kerr Hall, One Shields Ave., Davis, CA 95616, United States;3. Annenberg School of Communication, University of Southern California, Annenberg School, 3502 Watt Way, Los Angeles, CA 90089, United States;4. Department of Media and Information, Michigan State University, 404 Wilson Road, Room 428, Communication Arts and Sciences Building, East Lansing, MI 48824, United States;5. Department of Food Marketing, Saint Joseph’s University, 266 Mandeville Hall, 5600 City Ave., Philadelphia, PA 19131, United States;6. School of Communication, Florida State University, 3100 University Center, Building C, Tallahassee, FL 32306-2664, United States;7. Department of Communication, Michigan State University, 404 Wilson Road, Room 473, Communication Arts and Sciences Building, East Lansing, MI 48824, United States;8. Department of Computer Science, University of California, Santa Cruz, 1156 High Street, Santa Cruz, CA 95064, United States;1. Department of Counseling and Guidance, Buca Faculty of Education, Dokuz Eylul University, İzmir, Turkey;2. Department of Computer Education and Instructional Technology, Buca Faculty of Education, Dokuz Eylul University, Turkey;1. University of Salzburg, Austria;2. University of Heidelberg, Germany
Abstract:While much research on video games has focused on aggressive outcomes, the extant research has not come to consensus on the role of other factors, notably enjoyment, frustration and individual differences amongst players, in mediating the link between violent game play and aggression. This experimental design uses a mental models approach to examine game features (e.g., controller naturalness), player characteristics (e.g., first person shooter experience, sex, degree of competitiveness) and the game play experience (e.g., perceived game realism, immersion, game failure, frustration and enjoyment) to explain aggressive outcomes. Results from a revised path model suggest perceived realism, immersion, and experience with other first person shooters all positively predicted enjoyment while frustration negatively predicted game enjoyment. Frustration and enjoyment both predicted state aggression. The findings of this study support the application of mental models as a theoretical approach to unify thinking about violent games, contextual features of violent games, individual difference variables and differences in player perceptions and game experiences with regards to outcome aggression. Results are discussed in terms of the model matching hypothesis and implications for the comprehensive study of violent game play, including the importance of enjoyment and frustration, are also discussed.
Keywords:Mental models  Video games  Immersion  Enjoyment  Aggressive intentions  Controller manipulation
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