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dc.contributor.authorLin, Jih-Hsuanen_US
dc.date.accessioned2019-04-02T06:00:56Z-
dc.date.available2019-04-02T06:00:56Z-
dc.date.issued2013-08-01en_US
dc.identifier.issn0021-9916en_US
dc.identifier.urihttp://dx.doi.org/10.1111/jcom.12044en_US
dc.identifier.urihttp://hdl.handle.net/11536/147660-
dc.description.abstractThis study examined the effects of interactivity in violent video games on aggression and tested identification as the moderated mediating mechanism. A total of 169 male undergraduate students participated in a 2 media interactivity (enactive mediation vs. observational mediation) x 2 violence (violent vs. nonviolent) experiment. Results supported a moderated mediation model in which the effect of media interactivity on aggressive affect through identification was moderated by violence. When violence was present, interactive play resulted in higher short-term aggressive affect through higher character identification than when violence was not present. Additionally, an interaction effect between media interactivity and violence was found for automatic self-concept in which players associated themselves more with the game character's traits than video viewers.en_US
dc.language.isoen_USen_US
dc.titleIdentification Matters: A Moderated Mediation Model of Media Interactivity, Character Identification, and Video Game Violence on Aggressionen_US
dc.typeArticleen_US
dc.identifier.doi10.1111/jcom.12044en_US
dc.identifier.journalJOURNAL OF COMMUNICATIONen_US
dc.citation.volume63en_US
dc.citation.spage682en_US
dc.citation.epage702en_US
dc.contributor.department傳播與科技學系zh_TW
dc.contributor.departmentDepartment of Communication and Technologyen_US
dc.identifier.wosnumberWOS:000322639400006en_US
dc.citation.woscount13en_US
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