Reference : The Allure of the Forbidden: Breaking Taboos, Frustration, and Attraction to Violent...
Scientific journals : Article
Social & behavioral sciences, psychology : Social, industrial & organizational psychology
http://hdl.handle.net/10993/4210
The Allure of the Forbidden: Breaking Taboos, Frustration, and Attraction to Violent Video Games
English
Whitaker, Jodi L. mailto [Ohio State University > School of Communication]
Melzer, André mailto [University of Luxembourg > Faculty of Language and Literature, Humanities, Arts and Education (FLSHASE) > Integrative Research Unit: Social and Individual Development (INSIDE) >]
Steffgen, Georges mailto [University of Luxembourg > Faculty of Language and Literature, Humanities, Arts and Education (FLSHASE) > Integrative Research Unit: Social and Individual Development (INSIDE) >]
Bushman, Brad J. mailto [Ohio State University > Department of Psychologie and School of Communication]
2013
Psychological Science : A Journal of the American Psychological Society
Blackwell Publishing
24
4
507-513
Yes (verified by ORBilu)
International
0956-7976
1467-9280
Malden
MA
[en] violent video games ; taboos ; frustration
[en] Although people typically avoid engaging in antisocial or taboo behaviors, such as cheating and stealing, they may succumb in order to maximize their personal benefit. Moreover, they may be frustrated when the chance to commit a taboo behavior is withdrawn. The present study tested whether the desire to commit a taboo behavior, and the frustration from being denied such an opportunity, increases attraction to violent video games. Playing violent games allegedly offers an outlet for aggression prompted by frustration. In two experiments, some participants had no chance to commit a taboo behavior (cheating in Experiment 1, stealing in Experiment 2), others had a chance to commit a taboo behavior, and others had a withdrawn chance to commit a taboo behavior. Those in the latter group were most attracted to violent video games. Withdrawing the chance for participants to commit a taboo behavior increased their frustration, which in turn increased their attraction to violent video games.
http://hdl.handle.net/10993/4210
also: http://hdl.handle.net/10993/6683
10.1177/0956797612457397

File(s) associated to this reference

Fulltext file(s):

FileCommentaryVersionSizeAccess
Limited access
Whitaker_etal_Taboo.pdfAuthor preprint57.45 kBRequest a copy

Bookmark and Share SFX Query

All documents in ORBilu are protected by a user license.