The effect of three violent videogame engagement states on aggressive behavior: A partial least squares structural equation modeling approach

被引:5
作者
Abbasi, Amir Zaib [1 ]
Rehman, Umair [2 ]
Hussain, Khalil [3 ]
Ting, Ding Hooi [4 ]
Hlavacs, Helmut [5 ]
Qummar, Hamza [6 ]
机构
[1] King Fahd Univ Petr & Minerals, IRC Finance & Digital Econ, Dhahran, Ash Sharqiyah, Saudi Arabia
[2] Wilfrid Laurier Univ, User Experience Design, Waterloo, ON, Canada
[3] Sunway Univ, Sch Hospitality & Serv Management, Petaling Jaya, Malaysia
[4] Univ Teknol PETRONAS, Dept Management & Humanities, Seri Iskandar, Malaysia
[5] Univ Vienna, Entertainment Comp, Vienna, Austria
[6] Shaheed Zulfiqar Ali Bhutto Inst Sci & Technol, Dept Management Sci, Islamabad, Pakistan
基金
英国科研创新办公室;
关键词
consumer violent videogame engagement; cognitive; affective; behavioral engagement; aggressive behavior; reflective-formative; hierarchical component model; GAMES; CONSUMER; EMPATHY;
D O I
10.3389/fpsyg.2022.918968
中图分类号
B84 [心理学];
学科分类号
04 ; 0402 ;
摘要
Debate on violent games and their effect on aggressive behavior remains inconclusive. This study aims to study the predicting role of cognitive, affective, and behavioral engagement states in violent videogames on aggressive behavior, which remains nebulous to date. We visited gaming zones and administered the study survey to collect data from violent videogame users. We collected 208 valid responses that were further analyzed. The present study used SmartPLS (3.3.3) software to perform partial least squares structural equation modeling (PLS-SEM) analysis in two stages. In the first stage, the measurement model assessment reported that cognitive, affective, behavioral, and aggressive behavior proved to be reliable reflective-formative composite constructs. Whereas, the second phase illustrated that cognitive engagement in violent videogames fails to impact aggressive behavior. The other two engagement states (affective and behavioral) in violent games showed a positive impact on aggressive behavior. Our study contributes to aggressive behavior literature by understanding how violent videogame engagement states impact aggressive behavior, which is crucial to recognize aggression so that steps can be taken toward addressing it. This study also contributes methodologically by utilizing the hierarchical component model (HCM) approach to estimate, specify, and validate the hierarchical structure of higher-order constructs (i.e., consumer violent videogame engagement dimensions (cognitive, affective, and behavioral) and aggressive behavior) as reflective-formative composite models.
引用
收藏
页数:14
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