Robert D. Ridge, Christopher E. Hawk, Logan D. McCombs, Kelsie J. Richards, Cheyenne A. Schultz, Rowan K. Ashton, Luke D. Hartvigsen, Derek Bartlett
{"title":"\"It Doesn't Affect Me!\" - Do Immunity Beliefs Prevent Subsequent Aggression After Playing a Violent Video Game?","authors":"Robert D. Ridge, Christopher E. Hawk, Logan D. McCombs, Kelsie J. Richards, Cheyenne A. Schultz, Rowan K. Ashton, Luke D. Hartvigsen, Derek Bartlett","doi":"10.1027/1864-1105/a000369","DOIUrl":null,"url":null,"abstract":"Abstract. We identified participants in the United States ( N = 302) who believed that they were vulnerable to becoming more aggressive after playing a violent video game (a vulnerability belief) and those who believed that playing violent video games would not make them more aggressive (an immunity belief). Participants played either a violent or a nonviolent video game and then competed with a fictional opponent in a competitive reaction time task. Results revealed that those with an immunity belief did not behave more aggressively after playing a violent video game. Unexpectedly, those with a vulnerability belief behaved less aggressively after playing a violent video game. We discuss implications for future research and media literacy education.","PeriodicalId":366104,"journal":{"name":"J. Media Psychol. Theor. Methods Appl.","volume":"59 1","pages":"0"},"PeriodicalIF":0.0000,"publicationDate":"2023-01-04","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":"1","resultStr":null,"platform":"Semanticscholar","paperid":null,"PeriodicalName":"J. Media Psychol. Theor. Methods Appl.","FirstCategoryId":"1085","ListUrlMain":"https://doi.org/10.1027/1864-1105/a000369","RegionNum":0,"RegionCategory":null,"ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":null,"EPubDate":"","PubModel":"","JCR":"","JCRName":"","Score":null,"Total":0}
引用次数: 1
Abstract
Abstract. We identified participants in the United States ( N = 302) who believed that they were vulnerable to becoming more aggressive after playing a violent video game (a vulnerability belief) and those who believed that playing violent video games would not make them more aggressive (an immunity belief). Participants played either a violent or a nonviolent video game and then competed with a fictional opponent in a competitive reaction time task. Results revealed that those with an immunity belief did not behave more aggressively after playing a violent video game. Unexpectedly, those with a vulnerability belief behaved less aggressively after playing a violent video game. We discuss implications for future research and media literacy education.