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The influence of violent video game enjoyment on hostile attributions
Affiliation:1. Communication Arts, University of Wisconsin–Madison, Vilas Hall, 821 University Ave, Madison, WI 53715, United States;2. Journalism and Mass Communication, University of Wisconsin–Madison, Vilas Hall, 821 University Ave, Madison, WI 53715, United States;1. Centre for Suicide Research, University Department of Psychiatry, Warneford Hospital, Oxford, UK;2. Department of Psychiatry, University of Oxford, Oxford, UK;3. Centre for Global Mental Health, Department of Population Health, London School of Hygiene & Tropical Medicine, London, UK;4. Centre for Global Mental Health, Health Service and Population Research Department, Institute of Psychiatry, Psychology and Neuroscience, King''s College London, London, UK;5. National Suicide Research Foundation and Department of Epidemiology and Public Health, University College Cork, Cork, Ireland;6. School of Social and Community Medicine, University of Bristol, Bristol, UK;7. Discipline of Psychiatry, The University of Sydney, Concord West, NSW, Australia;8. Self-Harm Research Group, School of Psychology, University of Nottingham, Nottingham, UK;9. Unit for Suicide Research, Department of Psychiatry and Medical Psychology, Ghent University, Ghent, Belgium;1. Massachusetts Mental Health Center Public Psychiatry Division of the Beth Israel Deaconess Medical Center, Harvard Medical School, Boston, MA, USA;2. Western Psychiatric Institute and Clinic, University of Pittsburgh School of Medicine, USA;3. School of Social Work, University of Pittsburgh, USA;4. Department of Psychiatry and Behavioral Sciences, The University of Texas Health Science Center at Houston, USA;1. Self-Harm Research Group, School of Psychology, University Park, The University of Nottingham, Nottingham NG7 2RD, UK;2. Division of Psychiatry & Applied Psychology, School of Medicine, University of Nottingham, Nottingham NG7 2UH, UK;3. Child and Adolescent Mental Health Service, Nottinghamshire Healthcare NHS Foundation Trust, Thorneywood CAMHS, Porchester Rd, Nottingham NG3 6LF, UK;4. Harmless, 7 Mansfield Road, Nottingham NG1 3FB, UK;5. School of Neurosciences, Psychology and Behaviour, University of Leicester, Westcotes Drive, Leicester LE3 0QU, UK;1. Department of Health Psychology, University of Missouri, Columbia, MO 65211, USA;2. Thompson Center for Autism and Neurodevelopmental Disorders, 205 Portland Street, Columbia, MO 65211, USA;3. Department of Psychological Sciences, Social Cognitive Neuroscience Laboratory, 200 S. 7th Street, University of Missouri, Columbia, MO 65211, USA
Abstract:Although catharsis theory as applied to violent media has been repeatedly refuted in the literature, scholars have recently proposed methods by which a cognitive form of catharsis might occur for people who utilize games to manage negative affect. Drawing on these ideas, the current study tests how video games are used to manage feelings of frustration and boost one’s sense of competency. It also explores how these emotional processes influence game enjoyment and hostile attribution bias (HAB). We frustrated half of 82 participants prior to randomizing them to play a violent or nonviolent game. Our results showed that frustrated participants were motivated to progress farther in a video game. This in-game performance decreased their feelings of frustration, boosted their sense of competency, and increased their enjoyment of the game. However, for those who played a violent game, this enjoyment predicted hostile attributions: high enjoyment of violence increased HAB, while low enjoyment of violence decreased HAB. These findings have implications for how video games are used to manage negative feelings.
Keywords:Violent media  Aggression  Hostile attribution bias  Enjoyment  Competency  Frustration
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