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A Comparison of the Effects on Physiological Arousal While Playing Violent and Non-Violent Videogames.
紀錄類型:
書目-電子資源 : Monograph/item
正題名/作者:
A Comparison of the Effects on Physiological Arousal While Playing Violent and Non-Violent Videogames./
作者:
Fontaine, Elizabeth.
面頁冊數:
1 online resource (174 pages)
附註:
Source: Dissertations Abstracts International, Volume: 84-02, Section: B.
Contained By:
Dissertations Abstracts International84-02B.
標題:
Behavioral sciences. -
電子資源:
http://pqdd.sinica.edu.tw/twdaoapp/servlet/advanced?query=29068702click for full text (PQDT)
ISBN:
9798837519802
A Comparison of the Effects on Physiological Arousal While Playing Violent and Non-Violent Videogames.
Fontaine, Elizabeth.
A Comparison of the Effects on Physiological Arousal While Playing Violent and Non-Violent Videogames.
- 1 online resource (174 pages)
Source: Dissertations Abstracts International, Volume: 84-02, Section: B.
Thesis (Ph.D.)--The Chicago School of Professional Psychology, 2021.
Includes bibliographical references
Previous research has suggested that exposure to violent video games correlates to an increase in overt aggressive behavior. With an increase in violent mass shootings following the creation of the first-person shooter video game, researchers and the media have suggested that the two are correlated. Previous research has also suggested that an elevated heart rate is directly linked to aggression. Thus, the purpose of this study was to examine the effects of playing a first-person shooter video game for differing durations on a person's physiological arousal. Results suggest that physiological effects did not significantly differ between violent and non-violent conditions as rates of sabotage and kills or attempts to sabotage and kill increased or decreased. Violent vocal behavior was observed to increase in the violent conditions over the non-violent conditions across all participants and the average duration of gameplay without deaths was increased over time for the violent condition indicating that the reinforcement schedule for the violent condition may have been more salient. Limitations included a short baseline which did not allow for steady-state responding and therefore it could not be determined how variable each participant's heart rate was prior to the gameplay making it difficult to determine if a physiological effect had occurred. Additionally, due to all conditions being held in the same room, the room could have become a conditioned stimulus and had an effect on all heart rate measures. Directions for future research could be to have longer baseline measures to obtain steady-state responding prior to introducing any gameplay condition and taking baseline and post-gameplay as well as conducting each research condition in different rooms to decrease possible effects of conditioning.
Electronic reproduction.
Ann Arbor, Mich. :
ProQuest,
2023
Mode of access: World Wide Web
ISBN: 9798837519802Subjects--Topical Terms:
529833
Behavioral sciences.
Subjects--Index Terms:
AggressionIndex Terms--Genre/Form:
542853
Electronic books.
A Comparison of the Effects on Physiological Arousal While Playing Violent and Non-Violent Videogames.
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Source: Dissertations Abstracts International, Volume: 84-02, Section: B.
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Previous research has suggested that exposure to violent video games correlates to an increase in overt aggressive behavior. With an increase in violent mass shootings following the creation of the first-person shooter video game, researchers and the media have suggested that the two are correlated. Previous research has also suggested that an elevated heart rate is directly linked to aggression. Thus, the purpose of this study was to examine the effects of playing a first-person shooter video game for differing durations on a person's physiological arousal. Results suggest that physiological effects did not significantly differ between violent and non-violent conditions as rates of sabotage and kills or attempts to sabotage and kill increased or decreased. Violent vocal behavior was observed to increase in the violent conditions over the non-violent conditions across all participants and the average duration of gameplay without deaths was increased over time for the violent condition indicating that the reinforcement schedule for the violent condition may have been more salient. Limitations included a short baseline which did not allow for steady-state responding and therefore it could not be determined how variable each participant's heart rate was prior to the gameplay making it difficult to determine if a physiological effect had occurred. Additionally, due to all conditions being held in the same room, the room could have become a conditioned stimulus and had an effect on all heart rate measures. Directions for future research could be to have longer baseline measures to obtain steady-state responding prior to introducing any gameplay condition and taking baseline and post-gameplay as well as conducting each research condition in different rooms to decrease possible effects of conditioning.
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