Abstract
Aggressiveness attributed to violent video game play is typically studied as a function of the content features of the game. However, can interface features of the game also affect aggression? Guided by the General Aggression Model (GAM), we examine the controller type (gun replica vs. mouse) and screen size (large vs. small) as key technological aspects that may affect the state aggression of gamers, with spatial presence and arousal as potential mediators. Results from a between-subjects experiment showed that a realistic controller and a large screen display induced greater aggression, presence, and arousal than a conventional mouse and a small screen display, respectively, and confirmed that trait aggression was a significant predictor of gamers' state aggression. Contrary to GAM, however, arousal showed no effects on aggression; instead, presence emerged as a significant mediator.
Original language | English (US) |
---|---|
Pages (from-to) | 329-334 |
Number of pages | 6 |
Journal | Cyberpsychology, Behavior, and Social Networking |
Volume | 16 |
Issue number | 5 |
DOIs | |
State | Published - May 1 2013 |
All Science Journal Classification (ASJC) codes
- Social Psychology
- Communication
- Applied Psychology
- Human-Computer Interaction
- Computer Science Applications