Language:
English
繁體中文
Help
回圖書館首頁
手機版館藏查詢
Login
Back
Switch To:
Labeled
|
MARC Mode
|
ISBD
Video Games, Virtual Reality, and Ag...
~
Johnson, Kevin P.
Linked to FindBook
Google Book
Amazon
博客來
Video Games, Virtual Reality, and Aggression: Investigating the Revised-General Aggression Model.
Record Type:
Electronic resources : Monograph/item
Title/Author:
Video Games, Virtual Reality, and Aggression: Investigating the Revised-General Aggression Model./
Author:
Johnson, Kevin P.
Published:
Ann Arbor : ProQuest Dissertations & Theses, : 2018,
Description:
81 p.
Notes:
Source: Dissertation Abstracts International, Volume: 80-03(E), Section: B.
Contained By:
Dissertation Abstracts International80-03B(E).
Subject:
Cognitive psychology. -
Online resource:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=10977730
ISBN:
9780438641549
Video Games, Virtual Reality, and Aggression: Investigating the Revised-General Aggression Model.
Johnson, Kevin P.
Video Games, Virtual Reality, and Aggression: Investigating the Revised-General Aggression Model.
- Ann Arbor : ProQuest Dissertations & Theses, 2018 - 81 p.
Source: Dissertation Abstracts International, Volume: 80-03(E), Section: B.
Thesis (Psy.D.)--Michigan School of Professional Psychology, 2018.
Prior research (Bushman & Anderson, 2001) indicates that playing violent video games leads to short-term, aggressive behavior by the player. In the revised-General Aggression Model (revised-GAM), Lull and Bushman (2016) found that individuals who were exposed to violent content, specifically violent video games, felt a sense of immersion in the game along with several affective states that could ultimately result in aggressive behavior. In this study, I examine the revised-GAM to investigate whether individuals who play a violent VR video game report more angry feelings, feel more immersed, and display more aggressive behavior than individuals who play a nonviolent VR or 2D violent game. An emerging adult sample (i.e., ages 18--30) of 92 participants was used. My study follows a quantitative research design and is one of the first to examine the revised-GAM. Findings indicate that individuals who play violent VR video games report more angry feelings and feel more immersed than individuals who play nonviolent VR or 2D violent video games. Surprisingly, no significant differences are observed in levels of aggression across all conditions. Implications are discussed, along with how these findings are applicable to both clinical and social situations.
ISBN: 9780438641549Subjects--Topical Terms:
523881
Cognitive psychology.
Video Games, Virtual Reality, and Aggression: Investigating the Revised-General Aggression Model.
LDR
:02277nmm a2200313 4500
001
2204049
005
20190624102128.5
008
201008s2018 ||||||||||||||||| ||eng d
020
$a
9780438641549
035
$a
(MiAaPQ)AAI10977730
035
$a
(MiAaPQ)msp:10138
035
$a
AAI10977730
040
$a
MiAaPQ
$c
MiAaPQ
100
1
$a
Johnson, Kevin P.
$3
3203967
245
1 0
$a
Video Games, Virtual Reality, and Aggression: Investigating the Revised-General Aggression Model.
260
1
$a
Ann Arbor :
$b
ProQuest Dissertations & Theses,
$c
2018
300
$a
81 p.
500
$a
Source: Dissertation Abstracts International, Volume: 80-03(E), Section: B.
500
$a
Adviser: Dustin K. Shepler.
502
$a
Thesis (Psy.D.)--Michigan School of Professional Psychology, 2018.
520
$a
Prior research (Bushman & Anderson, 2001) indicates that playing violent video games leads to short-term, aggressive behavior by the player. In the revised-General Aggression Model (revised-GAM), Lull and Bushman (2016) found that individuals who were exposed to violent content, specifically violent video games, felt a sense of immersion in the game along with several affective states that could ultimately result in aggressive behavior. In this study, I examine the revised-GAM to investigate whether individuals who play a violent VR video game report more angry feelings, feel more immersed, and display more aggressive behavior than individuals who play a nonviolent VR or 2D violent game. An emerging adult sample (i.e., ages 18--30) of 92 participants was used. My study follows a quantitative research design and is one of the first to examine the revised-GAM. Findings indicate that individuals who play violent VR video games report more angry feelings and feel more immersed than individuals who play nonviolent VR or 2D violent video games. Surprisingly, no significant differences are observed in levels of aggression across all conditions. Implications are discussed, along with how these findings are applicable to both clinical and social situations.
590
$a
School code: 0479.
650
4
$a
Cognitive psychology.
$3
523881
650
4
$a
Mass communication.
$3
2144804
650
4
$a
Computer science.
$3
523869
690
$a
0633
690
$a
0708
690
$a
0984
710
2
$a
Michigan School of Professional Psychology.
$b
Clinical Psychology.
$3
2049899
773
0
$t
Dissertation Abstracts International
$g
80-03B(E).
790
$a
0479
791
$a
Psy.D.
792
$a
2018
793
$a
English
856
4 0
$u
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=10977730
based on 0 review(s)
Location:
ALL
電子資源
Year:
Volume Number:
Items
1 records • Pages 1 •
1
Inventory Number
Location Name
Item Class
Material type
Call number
Usage Class
Loan Status
No. of reservations
Opac note
Attachments
W9380598
電子資源
11.線上閱覽_V
電子書
EB
一般使用(Normal)
On shelf
0
1 records • Pages 1 •
1
Multimedia
Reviews
Add a review
and share your thoughts with other readers
Export
pickup library
Processing
...
Change password
Login