Competitive and explicit video game content: Frustration as a premeditative factor in aggressive feelings, communication, and action
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Bowling Green State University / OhioLINK
2021
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Online Access: | http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1624261234278133 |
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ndltd-OhioLink-oai-etd.ohiolink.edu-bgsu16242612342781332021-10-02T05:10:33Z Competitive and explicit video game content: Frustration as a premeditative factor in aggressive feelings, communication, and action Rzicznek, Zachary J. Communication Social Psychology Technology video games frustration aggression violence competition survey method Violent video games have long been in the news regarding their supposed effects on aggressive behavior and real world violence. This phenomenon has more recently been discussed in the context of mass shooters and gun violence. Though some research has provided support for the connections between competitive and violent or explicit video game content and resulting behavioral change, mixed results have made interdisciplinary cohesion on the matter difficult to obtain. Similar to previous discussions on media effects, the content itself is not likely the sole predictor for cognitive or behavioral aggression in an individual. Other states, internal and external to both the medium and the individual, may contribute to aggression as well. One such state is frustration, an affective state usually triggered by the thwarting of some goal or objective. As games heavily utilize and spark the creation of goals, frustration was expected to be highly related to video game play. Additionally, it was expected that these game-induced frustrations would contribute to varying levels of aggressive cognition, verbal aggression, and physical aggression.Using the survey methodology, this descriptive study was designed to present and further explore connections between game-induced frustration and subsequent aggressive thoughts, communication, and/or physical action, as well as some perceptions and observations of others exhibiting aggressive behavior while gaming. Results suggest that frustration is a large part of the overall gaming experience, more so in competitive than violent gaming experiences. Frustration is also discussed in the context of several possible environmental factors, such as gameplay during the particularly frustrating COVID-19 pandemic. Frustration, however, appears to be marginally connected to both aggressive cognition and verbal aggression, the former of which could refer to a priming effect. Only very minimal levels of physical aggression were reported, suggesting a more serious or concerning relationship is relatively unlikely. Results are discussed from a theoretical and social scientific perspective. As video games are a popular medium of entertainment, investigating affective states that occur as a result of video games contributes to both the growing body of research on games and the overarching milieu of gaming culture. This discussion also emphasizes the need for future research to utilize a media ecological approach. Further research is also needed to both further confirm this relationship and investigate the variables tested here in more specific gaming contexts. 2021-09-15 English text Bowling Green State University / OhioLINK http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1624261234278133 http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1624261234278133 unrestricted This thesis or dissertation is protected by copyright: some rights reserved. It is licensed for use under a Creative Commons license. Specific terms and permissions are available from this document's record in the OhioLINK ETD Center. |
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NDLTD |
language |
English |
sources |
NDLTD |
topic |
Communication Social Psychology Technology video games frustration aggression violence competition survey method |
spellingShingle |
Communication Social Psychology Technology video games frustration aggression violence competition survey method Rzicznek, Zachary J. Competitive and explicit video game content: Frustration as a premeditative factor in aggressive feelings, communication, and action |
author |
Rzicznek, Zachary J. |
author_facet |
Rzicznek, Zachary J. |
author_sort |
Rzicznek, Zachary J. |
title |
Competitive and explicit video game content: Frustration as a premeditative factor in aggressive feelings, communication, and action |
title_short |
Competitive and explicit video game content: Frustration as a premeditative factor in aggressive feelings, communication, and action |
title_full |
Competitive and explicit video game content: Frustration as a premeditative factor in aggressive feelings, communication, and action |
title_fullStr |
Competitive and explicit video game content: Frustration as a premeditative factor in aggressive feelings, communication, and action |
title_full_unstemmed |
Competitive and explicit video game content: Frustration as a premeditative factor in aggressive feelings, communication, and action |
title_sort |
competitive and explicit video game content: frustration as a premeditative factor in aggressive feelings, communication, and action |
publisher |
Bowling Green State University / OhioLINK |
publishDate |
2021 |
url |
http://rave.ohiolink.edu/etdc/view?acc_num=bgsu1624261234278133 |
work_keys_str_mv |
AT rzicznekzacharyj competitiveandexplicitvideogamecontentfrustrationasapremeditativefactorinaggressivefeelingscommunicationandaction |
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