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dc.contributor.authorLin, Jih-Hsuanen_US
dc.date.accessioned2014-12-08T15:30:31Z-
dc.date.available2014-12-08T15:30:31Z-
dc.date.issued2013-05-01en_US
dc.identifier.issn0747-5632en_US
dc.identifier.urihttp://dx.doi.org/10.1016/j.chb.2012.11.001en_US
dc.identifier.urihttp://hdl.handle.net/11536/21808-
dc.description.abstractThis study investigated whether media interactivity would influence the short-term effects of violent content on audience aggression. The general aggression model, social cognitive theory, and character identification offered the theoretical framework. A random sample of 102 male college students were randomly assigned to one of three conditions: video game playing, recorded game-play watching, or movie watching. The results indicated that video game players (mediated enactive experience) experienced greater increases in aggressive affect, aggressive cognition, and physiological arousal than participants who watched recorded game play or comparable movie scenes (mediated observational experience). The study indicated that media interactivity in video game exacerbated the violent effect on short-term, aggressive responses. Character identification did not mediate the effect of media interactivity on aggression. Future studies should incorporate more comprehensive measures of character identification to investigate inconsistent findings regarding media interactivity and identification. (c) 2012 Elsevier Ltd. All rights reserved.en_US
dc.language.isoen_USen_US
dc.titleDo video games exert stronger effects on aggression than film? The role of media interactivity and identification on the association of violent content and aggressive outcomesen_US
dc.typeArticleen_US
dc.identifier.doi10.1016/j.chb.2012.11.001en_US
dc.identifier.journalCOMPUTERS IN HUMAN BEHAVIORen_US
dc.citation.volume29en_US
dc.citation.issue3en_US
dc.citation.spage535en_US
dc.citation.epage543en_US
dc.contributor.department傳播與科技學系zh_TW
dc.contributor.departmentDepartment of Communication and Technologyen_US
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