Influence of violent video gaming on determinants of the acquired capability for suicide

被引:19
作者
Teismann, Tobias [1 ]
Foertsch, Eva-Maria A. D. [1 ]
Baumgart, Patrick [1 ]
Het, Serkan [2 ]
Michalak, Johannes [3 ]
机构
[1] Ruhr Univ Bochum, Dept Clin Psychol & Psychotherapy, D-44780 Bochum, Germany
[2] Ruhr Univ Bochum, Dept Cognit Psychol, D-44780 Bochum, Germany
[3] Univ Hildesheim, Inst Psychol, Hildesheim, Germany
关键词
Acquired capability for suicide; Violent video games; Pain tolerance; Risk-taking behavior; Interpersonal theory of suicidal behavior; INTERPERSONAL-PSYCHOLOGICAL THEORY; PHYSICAL PAIN; DECISION-MAKING; YOUNG-ADULTS; RISK-FACTORS; TOLERANCE; BEHAVIOR; ADOLESCENTS; IMPULSIVITY; PREVALENCE;
D O I
10.1016/j.psychres.2013.10.021
中图分类号
R749 [精神病学];
学科分类号
100205 ;
摘要
The interpersonal theory of suicidal behavior proposes that fearlessness of death and physical pain insensitivity is a necessary requisite for self-inflicted lethal self-harm. Repeated experiences with painful and provocative events are supposed to cause an incremental increase in acquired capability. The present study examined whether playing a first-person shooter-game in contrast to a first-person racing game increases pain tolerance, a dimension of the acquired capability construct, and risk-taking behavior, a risk factor for developing acquired capability. N=81 male participants were randomly assigned to either play an action-shooter or a racing game before engaging in a game on risk-taking behavior and performing a cold pressor task (CPT). Participants exhibited higher pain tolerance after playing an action shooter game than after playing a racing game. Furthermore, playing an action shooter was generally associated with heightened risk-taking behavior. Group-differences were not attributable to the effects of the different types of games on self-reported mood and arousal. Overall these results indicate that action-shooter gaming alters pain tolerance and risk-taking behavior. Therefore, it may well be that long-term consumption of violent video games increases a person's capability to enact lethal self-harm. (C) 2013 Elsevier Ireland Ltd. All rights reserved.
引用
收藏
页码:217 / 222
页数:6
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