Full metadata record
DC Field | Value | Language |
---|---|---|
dc.contributor.author | Lin, Jih-Hsuan | en_US |
dc.date.accessioned | 2014-12-08T15:32:11Z | - |
dc.date.available | 2014-12-08T15:32:11Z | - |
dc.date.issued | 2013-08-01 | en_US |
dc.identifier.issn | 0021-9916 | en_US |
dc.identifier.uri | http://dx.doi.org/10.1111/jcom.12044 | en_US |
dc.identifier.uri | http://hdl.handle.net/11536/22634 | - |
dc.description.abstract | This 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.iso | en_US | en_US |
dc.title | Identification Matters: A Moderated Mediation Model of Media Interactivity, Character Identification, and Video Game Violence on Aggression | en_US |
dc.type | Article | en_US |
dc.identifier.doi | 10.1111/jcom.12044 | en_US |
dc.identifier.journal | JOURNAL OF COMMUNICATION | en_US |
dc.citation.volume | 63 | en_US |
dc.citation.issue | 4 | en_US |
dc.citation.spage | 682 | en_US |
dc.citation.epage | 702 | en_US |
dc.contributor.department | 傳播與科技學系 | zh_TW |
dc.contributor.department | Department of Communication and Technology | en_US |
Appears in Collections: | Articles |