Show simple item record

dc.contributor.authorKennedy, Patrick
dc.date.accessioned2021-10-28T09:34:54Z
dc.date.available2021-10-28T09:34:54Z
dc.date.issued2015
dc.identifier.citationKennedy, P. (2015). Violent app games and the general learning model: Arousal, affect and access to aggressive thoughts. Institute of Art, Design and Technologyen_US
dc.identifier.urihttp://research.thea.ie/handle/20.500.12065/3741
dc.description.abstractPrevious research has shown that violent video gameplay can lead to increased violent behaviour and/ or decreased prosocial behaviour due to changes in access to aggressive thoughts, affect and arousal (Anderson, Camagey & Eubanks, 2003). The present study set out to investigate the impact of violent smartphone app gameplay on access to aggressive thoughts, affect, and arousal as well as on1 helping behaviour. 60 participants (30 males), aged between 18 to 56 years (M = 24.8, SO = 7.4), were randomly assigned to play one of four games (Angry Birds Transformers, Angry Birds Go!, Temple Run 2, Dead Target Zombie). They completed the Perceived Arousal (Anderson, Deuser & DeNeve, 1995) and the Positive Affect Negative Affect Schedule (Watson, Clark & Tellegen, 1988) before and after gameplay. They also completed a word completion task (Anderson et al., 2003) to assess access to aggressive thoughts and an amended semantic differential to determine perceived app violence (Kennedy, 2013). Prosocial behaviour was quantified by asking participants to submit their email for further research. Results indicate that violent app game play results in higher negative affect and arousal than non-violent app gameplay. Access to aggressive thoughts was also found to be higher among the violent app game group. However, no difference was observed for helping behaviour. Results were discussed in relation to the General Learning Model. Suggestions for future research such as the development of an alternative scale for measuring perceived app violence and the inclusion of empathy as a moderating variable were made.en_US
dc.formatapplication/pdfen_US
dc.language.isoengen_US
dc.rightsAttribution-NoDerivatives 4.0 International*
dc.rights.urihttp://creativecommons.org/licenses/by-nd/4.0/*
dc.subjectVideo gameplay, Violence, Aggression, Arousal, Behaviouren_US
dc.titleViolent app games and the general learning model: Arousal, affect and access to aggressive thoughtsen_US
dc.typeinfo:eu-repo/semantics/masterThesisen_US
dc.contributor.affiliationInstitute of Art, Design and Technologyen_US
dc.rights.accessrightsinfo:eu-repo/semantics/openAccessen_US
dc.subject.departmentMSc in Cyberpsychologyen_US


Files in this item

Thumbnail
Thumbnail

This item appears in the following Collection(s)

Show simple item record

Attribution-NoDerivatives 4.0 International
Except where otherwise noted, this item's license is described as Attribution-NoDerivatives 4.0 International