Violent Videogames, Telepresence, Presumed Influence, and Support for Taking Restrictive and Protective Actions

This study examines the perceived impact of violent videogames from an influence of presumed influence perspective. The role of perceived telepresence and the amount of time spent playing violent videogames in influencing people’s beliefs about the effects of such games were hypothesized and tested....

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Main Authors: Xudong Liu, Ven-hwei Lo, Ran Wei
Format: Article
Language:English
Published: SAGE Publishing 2020-05-01
Series:SAGE Open
Online Access:https://doi.org/10.1177/2158244020919524
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spelling doaj-8fff6322d75344978b9c4e9645afd7ac2020-11-25T03:23:36ZengSAGE PublishingSAGE Open2158-24402020-05-011010.1177/2158244020919524Violent Videogames, Telepresence, Presumed Influence, and Support for Taking Restrictive and Protective ActionsXudong Liu0Ven-hwei Lo1Ran Wei2Macau University of Science and Technology, Taipa, MacauHong Kong Baptist University, Kowloon, Hong KongThe Chinese University of Hong Kong, Shatin, Hong KongThis study examines the perceived impact of violent videogames from an influence of presumed influence perspective. The role of perceived telepresence and the amount of time spent playing violent videogames in influencing people’s beliefs about the effects of such games were hypothesized and tested. Results of data collected from a random sample of 528 respondents in China showed that playing violent videogames was significantly related to perceived telepresence. Furthermore, perceived telepresence was found to be the strongest predictor of the presumed influence of violent videogames on others. Finally, the presumed influence of violent videogames was positively correlated with the intention to take actions to protect others from the harms of such games.https://doi.org/10.1177/2158244020919524
collection DOAJ
language English
format Article
sources DOAJ
author Xudong Liu
Ven-hwei Lo
Ran Wei
spellingShingle Xudong Liu
Ven-hwei Lo
Ran Wei
Violent Videogames, Telepresence, Presumed Influence, and Support for Taking Restrictive and Protective Actions
SAGE Open
author_facet Xudong Liu
Ven-hwei Lo
Ran Wei
author_sort Xudong Liu
title Violent Videogames, Telepresence, Presumed Influence, and Support for Taking Restrictive and Protective Actions
title_short Violent Videogames, Telepresence, Presumed Influence, and Support for Taking Restrictive and Protective Actions
title_full Violent Videogames, Telepresence, Presumed Influence, and Support for Taking Restrictive and Protective Actions
title_fullStr Violent Videogames, Telepresence, Presumed Influence, and Support for Taking Restrictive and Protective Actions
title_full_unstemmed Violent Videogames, Telepresence, Presumed Influence, and Support for Taking Restrictive and Protective Actions
title_sort violent videogames, telepresence, presumed influence, and support for taking restrictive and protective actions
publisher SAGE Publishing
series SAGE Open
issn 2158-2440
publishDate 2020-05-01
description This study examines the perceived impact of violent videogames from an influence of presumed influence perspective. The role of perceived telepresence and the amount of time spent playing violent videogames in influencing people’s beliefs about the effects of such games were hypothesized and tested. Results of data collected from a random sample of 528 respondents in China showed that playing violent videogames was significantly related to perceived telepresence. Furthermore, perceived telepresence was found to be the strongest predictor of the presumed influence of violent videogames on others. Finally, the presumed influence of violent videogames was positively correlated with the intention to take actions to protect others from the harms of such games.
url https://doi.org/10.1177/2158244020919524
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AT ranwei violentvideogamestelepresencepresumedinfluenceandsupportfortakingrestrictiveandprotectiveactions
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