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Video Games, Virtual Reality, and Ag...
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Johnson, Kevin P.
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Video Games, Virtual Reality, and Aggression: Investigating the Revised-General Aggression Model.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
Video Games, Virtual Reality, and Aggression: Investigating the Revised-General Aggression Model./
作者:
Johnson, Kevin P.
出版者:
Ann Arbor : ProQuest Dissertations & Theses, : 2018,
面頁冊數:
81 p.
附註:
Source: Dissertation Abstracts International, Volume: 80-03(E), Section: B.
Contained By:
Dissertation Abstracts International80-03B(E).
標題:
Cognitive psychology. -
電子資源:
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.
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