Violent and non-violent virtual reality video games: Influences on affect, aggressive cognition, and aggressive behavior. Two pre-registered experiments

侵略 心理学 认知 电子游戏 虚拟现实 社会心理学 情感(语言学) 毒物控制 认知心理学 多媒体 沟通 医疗急救 计算机科学 医学 人工智能 神经科学
作者
Aaron Drummond,James D. Sauer,Christopher J. Ferguson,Peter Robert Cannon,Lauren C. Hall
出处
期刊:Journal of Experimental Social Psychology [Elsevier BV]
卷期号:95: 104119-104119 被引量:28
标识
DOI:10.1016/j.jesp.2021.104119
摘要

Immersive Ambulatory Virtual Reality (IA-VR) video games are relatively new and highly immersive. Given speculation that immersion may increase psychological effects of playing games, we examined whether violent IA-VR (cf. flat-screen) games increase aggression. Here, we report the first experimental studies to assess the effects of violent and non-violent IA-VR (cf. flat-screen) games on affect, aggressive cognition, and behavior. In Study 1, 200 participants played violent or non-violent IA-VR or flat-screen games in a pre-registered protocol. IA-VR was associated with slightly higher positive affect, but no higher aggression than comparable flat-screen games. Although violent games (IA-VR and flat-screen) increased aggressive cognition, this did not translate to hostile affect or aggressive behavior. In Study 2, 96 participants played a violent IA-VR or flat-screen video game. Again, no effects of IA-VR were observed on aggressive cognition, behavior, or hostile affect. In both studies, the relationship between aggressive cognitions, behavior and hostile affect was virtually nil. Though further replications are required with a greater variety of stimulus games, our studies provide early evidence against the notion that IA-VR increase aggression compared to flat-screen games. The lack of relationship between aggressive cognition and behavior suggests potential weaknesses in fundamental assumptions of the General Aggression Model.

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