The effects of violent video games and shyness on individuals' aggressive behaviors.
VVGs
aggressive behaviors
hostile attributions
positive-negative affect
shyness
Journal
Aggressive behavior
ISSN: 1098-2337
Titre abrégé: Aggress Behav
Pays: United States
ID NLM: 7502265
Informations de publication
Date de publication:
01 2020
01 2020
Historique:
received:
26
06
2019
revised:
29
08
2019
accepted:
09
09
2019
pubmed:
16
10
2019
medline:
4
11
2020
entrez:
16
10
2019
Statut:
ppublish
Résumé
The general aggression model (GAM) has suggested that the interaction between person factors (e.g., personality variables) and situation factors (e.g., playing violent video games [VVGs]) can increase individuals' aggressive behaviors through their cognition (e.g., hostile attributions), affect (e.g., negative affect), and/or arousal. The present study employed a modified competitive reaction time task to test the effects of shyness, violent (vs. nonviolent) gameplay, and shyness on individuals' positive-negative affect, hostile attributions, and aggressive behaviors. In addition, the present study also employed structural equation modeling (SEM) to test the mediation (by cognition and affect) and moderation (by shyness). Results showed that playing a VVG increased aggressive behaviors, negative affect, and hostile attributions primarily among shy participants. In addition, the results of SEM also revealed that this moderating role was mediated by negative affect and hostile attributions. The present study supported GAM and showed that individuals' aggressive behaviors are differentially susceptible to VVGs, depending on their level of shyness in a "for bad and for worse" manner.
Types de publication
Journal Article
Langues
eng
Sous-ensembles de citation
IM
Pagination
16-24Commentaires et corrections
Type : ErratumIn
Informations de copyright
© 2019 Wiley Periodicals, Inc.