کد مقاله | کد نشریه | سال انتشار | مقاله انگلیسی | نسخه تمام متن |
---|---|---|---|---|
351184 | 618465 | 2013 | 9 صفحه PDF | دانلود رایگان |

This study investigated whether media interactivity would influence the short-term effects of violent content on audience aggression. The general aggression model, social cognitive theory, and character identification offered the theoretical framework. A random sample of 102 male college students were randomly assigned to one of three conditions: video game playing, recorded game-play watching, or movie watching. The results indicated that video game players (mediated enactive experience) experienced greater increases in aggressive affect, aggressive cognition, and physiological arousal than participants who watched recorded game play or comparable movie scenes (mediated observational experience). The study indicated that media interactivity in video game exacerbated the violent effect on short-term, aggressive responses. Character identification did not mediate the effect of media interactivity on aggression. Future studies should incorporate more comprehensive measures of character identification to investigate inconsistent findings regarding media interactivity and identification.
• Media interactivity exacerbates the effects of media violence on short-term aggression.
• Playing violent video games had greater aggression than watching game play or a movie.
• Media interactivity is a crucial situational factor in the general aggression model.
• Aggression includes aggressive affect, cognition, and physiological arousal.
• Character identification did not mediate the effect of media interactivity on aggression.
Journal: Computers in Human Behavior - Volume 29, Issue 3, May 2013, Pages 535–543