A divide exists in the video game effects literature, such that one branch of research indicates harmful outcomes (Anderson et al., 2010), whereas other research highlights null effects (Ferguson, 2015). Clearly, video games are a heuristic topic that necessitates various methods of analysis from multiple perspectives. Using a risk factors approach, the purpose of this study is to further understand the process that is occurring when an individual plays a violent video game. Using a 2 (gender: male and female) x 2 (condition: control and violence) true experimental design, the individual difference variables of psychopathy and empathy are explored as traits that influence moral outcomes. This research begins with an exploration into social ...
Video games are an important part of many people’s daily lives, but this has also become a cause for...
In contrast to the effects of game content, violent video games have less been researched with regar...
Two experimental studies were used to investigate how interacting with aggressive virtual characters...
A divide exists in the video game effects literature, such that one branch of research indicates har...
Previous video game research has not focused on personality variables that may result in variations ...
The high levels of violence in video games have often been linked to an apparent decrease in empathy...
peer reviewedWhile violent media has adverse effects on cognition, emotion and behavior, prosocial c...
According to the General Aggression Model, situational factors (such as the game characters) and per...
ABSTRACT\ud THE EFFECTS OF PRO-SOCIAL VIDEO GAMES ON EMPATHY\ud by\ud Simon Kamil Salem\ud Master of...
Over the past 30 years, video games have become an important part of contemporary global entertainme...
A central aim of the present research was to investigate the short-term influences of video game pla...
Within this body of research, the current thesis demonstrates that a) inducing empathy before playin...
The question as to what psychological effects violent video game content has on consumers has been t...
This research was designed to explore the relationship between violent video game play and attitudes...
Video games are an important part of many people’s daily lives, but this has also become a cause for...
Video games are an important part of many people’s daily lives, but this has also become a cause for...
In contrast to the effects of game content, violent video games have less been researched with regar...
Two experimental studies were used to investigate how interacting with aggressive virtual characters...
A divide exists in the video game effects literature, such that one branch of research indicates har...
Previous video game research has not focused on personality variables that may result in variations ...
The high levels of violence in video games have often been linked to an apparent decrease in empathy...
peer reviewedWhile violent media has adverse effects on cognition, emotion and behavior, prosocial c...
According to the General Aggression Model, situational factors (such as the game characters) and per...
ABSTRACT\ud THE EFFECTS OF PRO-SOCIAL VIDEO GAMES ON EMPATHY\ud by\ud Simon Kamil Salem\ud Master of...
Over the past 30 years, video games have become an important part of contemporary global entertainme...
A central aim of the present research was to investigate the short-term influences of video game pla...
Within this body of research, the current thesis demonstrates that a) inducing empathy before playin...
The question as to what psychological effects violent video game content has on consumers has been t...
This research was designed to explore the relationship between violent video game play and attitudes...
Video games are an important part of many people’s daily lives, but this has also become a cause for...
Video games are an important part of many people’s daily lives, but this has also become a cause for...
In contrast to the effects of game content, violent video games have less been researched with regar...
Two experimental studies were used to investigate how interacting with aggressive virtual characters...