Video game violence and the female game player: Self- and opponent gender effects on presence and aggressive thoughts

被引:92
作者
Eastin, Matthew S. [1 ]
机构
[1] Ohio State Univ, Sch Commun, Columbus, OH 43210 USA
关键词
D O I
10.1111/j.1468-2958.2006.00279.x
中图分类号
G2 [信息与知识传播];
学科分类号
05 ; 0503 ;
摘要
Adding depth and breadth to the general aggression model, this paper presents three experiments that test the relationships among user and opponent gender representation, opponent type, presence, and aggressive thoughts from violent video game play. Studies I and 2 suggest that females experience greater presence and more aggressive thoughts from game play when a gender match between self and game character exists. Studies 2 and 3 indicate that playing against a human opponent (rather than a computer) increases aggressive thoughts. Finally, although Studies 1, 2, and 3 indicate that playing as a female against a male opponent increases aggressive thoughts, Studies 1 and 2 suggest that playing as a male against a female opponent consistently and significantly decreases aggressive thoughts.
引用
收藏
页码:351 / 372
页数:22
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