Reference : Are digital games perceived as fun or danger? Supporting and suppressing different ga... |
Scientific journals : Article | |||
Social & behavioral sciences, psychology : Social, industrial & organizational psychology | |||
http://hdl.handle.net/10993/6759 | |||
Are digital games perceived as fun or danger? Supporting and suppressing different game-related concepts | |
English | |
Kneer, Julia ![]() | |
Glock, Sabine ![]() | |
Beskes, Sarah [Cologne University, Germany] | |
Bente, Gary ![]() | |
2012 | |
Cyberpsychology, Behavior, and Social Networking | |
Mary Ann Liebert | |
15 | |
604-609 | |
Yes (verified by ORBilu) | |
International | |
2152-2715 | |
2152-2723 | |
New Rochelle | |
NY | |
[en] Violent digital game play has repeatedly been discussed to be strongly related to aggression and emotional
instability. Thus, digital game players have to defend against these prejudices through emphasizing positive game-related concepts such as achievement, social interaction, and immersion. We experimentally investigated which positive- and negative-concept players and nonplayers activate when being primed with digital games. Participants were either exposed to violent or nonviolent game content and were required to work on a lexical decision task. Results showed that response latencies for the concept aggression and emotional instability were faster than for neutral concepts (not associated with digital games), but slower than for the positive concepts sociality and competition. Both players and nonplayers felt the need to defend against prejudices and emphasized positive concepts. Neither their own gaming experience nor the game content influenced the results. Being a part of the net generation is sufficient to suppress negative game-related concepts and to support positive game-related concepts to protect digital games as common leisure activity among peers. | |
http://hdl.handle.net/10993/6759 | |
10.1089/cyber.2012.0171 |
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